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    Mitsurugi by JLFernandez

    Updated: 06/06/05 | Printable Version | Search Guide | Bookmark Guide

    Copyright 2005 Jose LLorin Fernandez
    
    Soul Calibur II is owned by Namco.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    This work is a labor of love for this game and may not be reproduced for
    any monetary reason; nor distributed in any way that involves this FAQ
    with the transfer of monetary goods. It may be used and/or reproduced
    for personal and/or private use.  It may not be placed on any
    distribution medium or otherwise distributed publicly without advance
    written permission outside of the owner's own distribution medium or
    the GameFAQ web site.  Use, distribution, reproduction of this guide on
    any medium outside of the above clarifications is strictly prohibited
    and a violation of copyright law.
    
    This FAQ started somewhere in/around 1999 or 2001.  As of now it is
    finished.  However, it is only 75%-80% of the of the completed worked I had.
    My final draft was lost and I was not able to recover 100% of my work.  I
    can no longer work on this FAQ and must stand as is.  The following is a
    majority list of discrepancies you may notice.
    
    1. Contridictions, but they will be small or easily reasoned out using the
       rest of the information in this FAQ.
    2. Mix-up section is not the best, since that is where I lost most of my work.
       The "Train your opponent to attack vertically or horizontally: medium
       range" section is less than clear and may not be worded correctly.  However,
       I'm not deleting that section and will leave it as is.  Also, all of you
       at www.soulcalibur.com that responded to my thread for mix-up stradgies;
       I'm sorry.  I was not able to get to your responses in time and could not
       include it in my FAQ.
    3. Some of the stance sections are missing frame data.
    4. Some sections will have what look like annotations.  They are annotations.
       I've left the annotations so that you the reader will know what I had
       wished to add, update, correct, or clarify.
    5. Facts about moves that are steppable to the left or right, might be
       contadictory.  Please see The DEALING WITH SIDE-STEPPERS section, since
       that is correct and current.
    6. All discoveries made after June 2004 are not included here.
    7. The Original Table of Contents are missing.  The following is an outline
       of what's in this FAQ.
    
            CONVENTIOINS AND NOTATIONS
            NOTATION FOR FRAME DATA
            Normal Moves
                    GI = Gaurd Impact
                    Advancing Guard/Retreating Guard
                    "THROW" TYPE ATTACK
                    A TYPE ATTACKS
                    B TYPE ATTACKS
                    K TYPE ATTACKS
                    DOUBLE BUTTON PRESS TYPE ATTACKS
                    SPECIAL MOVES
                    FULLY CROUCHED ATTACKS
                    WHILE STANDING ATTACKS
                    WJ (While Jumping) ATTACKS
                    WL (While Landing) attacks
                    WALL ATTACKS
                    8WR (11_22_33_44_55_66_77_88_99) MOVES
                    BACK TURNED ATTACKS
                    BT STUDY ....
                    STANCES
                    JFC
                    MOUNTAIN DIVIDE THROW
                    SOUL CHARGE ATTACKS
            BUFFERING moves
            MIX-UPS = MIND GAMES
                    -BASIC MIX-UPS-
                            Inner Short Range - (ISR)
                            Short Range
                            Outer Short range/Inner Medium Range - OSR/IMR
                            Medium range mix-ups
                            Long range mix-ups
                            Okieme/wake-up
                            FC 1BB mix-ups
                            kB2 mix-ups
                            The G-CANCEL mix-ups
                            CD mix-ups
                            MST mix-ups
                            RLC mix-ups
                            HMD mix-ups
                            FMD mix-ups
            AIR COMBOS
            DEALING WITH SIDE-STEPPERS
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
                                        FAQ ON
                                  MITSURUGI HEISHIRO
                                       Version 1
                                       Update 7
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    This is not a FAQ for advanced users.  It is more of a reference for them.
    This is because the advanced topics in this FAQ were gleaned from other
    advanced Mitsu user in the Soul Calibur forums.  So the more complicated
    aspects of Mitsurugi listed here will be common knowledge to them.  My FAQ
    is more of a book report than anything else.
    
    Also note, that this FAQ is geared for games without much GI.  GI/post GI war
    adds such a tremedous dimension to the game that I am unable to incorporate it
    into this FAQ except in isolated instances.  I believe I would be unqualified
    and/or inadequate to introduce that element into this FAQ.
    
    My qualifications: I play on average about twice a week.  At short range my
    mix-ups and stratedgy are good enough to go toe to toe with very good
    competition, but I tend to die out at medium range.  My okieme is OK and my
    MST skills are fairly good, but I don't play enough to have mastered many of
    his more advanced stratedgies.  I still haven't mastered MD throw, BT moves,
    FMD mix-ups, HMD mix-ups, CD mix-ups, RLC mix-ups, 66A mix-ups, and my usage
    of FC 1BB is weak.
    
    I am not a guru with Mitsu.  I'm a mediore player at best.  However, there are
    NO Mitsurugi FAQ's out there.  Just movelists for him.  Also, the forum's
    search just isn't any good.  It neither allows for searchs with special
    characters (ie. _ or + ) nor does it allow searchs that have that have less
    than four characters in it.  This is a problem because most threads don't
    mention move names.  Moves are referred to by their inputs.  For instance, you
    can't search for "8WR2_8_6A+B OR 1BB OR 11_77BAB.  Not only that, but many
    people are reluctant to revive old threads and/or are hostile to mentioning
    things that were mentioned before.  So only new posts have any voice in the
    forums.  So, I decided to make my own FAQ.  I needed something I could go to
    without having to browse thru tons of web pages to find what I was looking
    for.  Also, I've been seeing quirks with Mitsu.  Sometimes I'll be playing and
    my Mitsu performs a combo he could not or should not have been able to do. I'm
    of the firm belief that Mitsu has many more 1FS moves and quirks than have
    been found.  My second hope is that this FAQ helps newer players get all the
    information they need so that they too can be curious and try to find newer
    tidbits for the Mitsurugi community.
    
    I give thanks to (in no special order):
    
    Halister : for being the inspiration for making this FAQ, you've gotta
               check out the Taki forum.
    WCMAXI : for being a great moderator/admin
    Ai_Uchi : for being a great Mitsu player and forum initiator
    Defec : for being a huge forum contributor
    Argentum : another huge forum contributor
    xSamuraix : another huge forum contributor
    Rugi Master : another huge forum contributor
    the Vagrant : for many times lending a calming voice to a thread
    kilikAbeast : another huge forum contributor
    Devil X : another huge forum contributor
    Tharon_Mortis : another huge forum contributor
    Youngworld : another huge forum contributor
    
    
    Note 1: huge forum contributors are the guys that keep the forum alive and
    kick-a$$.
    Note 2: Quotes listed as unknown are known, but I've lost the poster's name
    associated with the quote.
    
    If you are a major contributor that needs to be mentioned or feel a major
    contributor has been left out,my email is Jalf86@yahoo.com.  The list above
    reflects the names that have stuck out in my head during the course of my
    forum readings.
    
    Special thanks to Youngworld and Tharon_Mortis.  These guys are hardcore and
    have been the prime movers for all things new and obscure in the Mitsurugi
    community.  Special special thanks to Tharon_Mortis for undertaking the
    tedious task of finding frame data for all of Mitsurugi's moves. His work
    paved the way for finding frame data for the rest of Soul Calibur's cast.
    Actually it looks like he's doing all the work of finding frame data for the
    rest of the cast.  So if you're going thru the forums at www.soulcalibur.com
    leave a Thank You in his "frame data" threads.
    
    The information here is from my own experiences and words of wisdom from the
    Soul Calibur II forums at the www.soulcalibur.com web site.  Please remember,
    anything questionable in this FAQ is immediately recognized by the fact that
    I up front say I either don't know, am not sure, say "it seems, say "maybe",
    etc.  Also, with regards to information about being able to step certain
    horizontal moves, when I mention they can be stepped, I am 100% sure they can,
    but not 100% sure from which side.  Yes, I should test information I'm not
    sure of, but the only one I can test it on is against the computer on an
    arcade machine.  So if I have incorrect or shakey information in this FAQ,
    correct me.  But please, no flames.  I will not respond to flames.
    
    With that said, if you're pretty good with Mitsu already, skip down to the
    MIX-UPS=MIND GAMES section and start reading from there.  Everything before
    that section is mostly my own stuff and are things you probably already know.
    Its in MIX-UPS=MIND GAMES section and further that you really want want to
    read.  Those sections mostly came from posters in the Soul Calibur forums.
    Also notice that the FAQ is not complete.  It is as accurate as I could make
    it, but not complete because of time constraints, lack of access to
    Soul Calibur, and just because it is plain huge.  Enjoy my FAQ.
    
    Mitsu is not a simple character like most players claim him to be.  Yes, he is
    newbie friendly.  His A, AA, B, BB, A+B, 22_88B, 33_99BB, 2KB, kB_kB2, 1K
    66A+B, 4A_4A6 moves are easy to use, applicable to all situations and can be
    used to win against very good players.  But since they are easy to use and win
    with, many people don't bother with his more advanced/complicated moves and
    stances.  Those people have Mitsu's that are very predicatable and are easily
    countered by the more "complicated/advanced" characters like Vololdo,
    Yoshimitsu, Taki, etc.  This FAQ will very much banish that MYTH.
    
    Just for an example, in a GI happy game where Mitsu's moves are well known,
    the following is a viable attack string for Mitsu.
    
    66BB2_8~4A+B,B+K,B_A+B_aB_{ a:[ g ]A_B }
    
    The above is 66BB -> RLC -> {MST B}_{MST A+B}_{MST aB}_{MST jf throw}
    
    Looks complicated, doesn't it?  It is.  Not only because the button and
    direction sequences can be hard, but the pyschology to use it is god-awfully
    mind bending.  At the higher levels of play, Mitsu's strength lies not with
    his moves or stances but with the player.  You cannot win with Mitsu by
    whoring certain moves or techniques.  Mitsu cannot win with just a small
    set of moves.  You must contiually adapt to what the other player is doing and
    thinking.  Mitsu's weakness is his predictability. His strength is to use that
    predictablity to be unpredictable.  In nearly all advance discussions of
    Mitsu's gameplay you will hear mention of Mitsu's mix-ups or of being able to
    train your opponent.  Though both topics are applicable to all the Soul
    Calibur characters, it is nearly imperative for a Mitsurugi player to master.
    
    
    
    *****************************************************************************
    CONVENTIOINS AND NOTATIONS
    *****************************************************************************
    I will be using the same notations and conventions laid out at the
    Guardimpact web site.  These notations are the standard notations the Soul
    Calibur community as a whole agree upon.
    
    
    "Clean hit" = This was never clearly explained to me, but for the purposes of
                  this FAQ a "clean hit will" be defined as a hit that occurs
                  between Mitsurugi's nose and 1/4th the distance from his sword
                  tip during his 6B move.  A "clean hit" also only occurs
                  directly in front of Mitsu.  The only moves you have worry
                  about a clean hit are MST B, A+K, B+K, and 1B.  (and maybe 3B)
    
    Directional/Button conventions
    
    Player 1 side       Player 2 side
    
       7 8 9               9 8 7
       4 5 6               6 5 4
       1 2 3               3 2 1
    
    G = Gaurd button
    B = verical slash button
    A = horizontal slash button
    
    7 = up back direction
    8 = up direction
    9 = up forward direction
    4 = back direction
    5 = stick is in neautral position
    6 = forward direction
    1 = down back direction
    2 = down direction
    3 = down forward direction
    
    (  )    optional
    [ X ]   hold button X
    ,       followed by
    ~       immediately after
    +       at the same time
    _       or
    <       optional delayed input
    *       optional delayed input
    =       next in sequence
    { }     grouping of options
    :       the next input is a 1fs and must be inputted exactly 1 frame later.
    xY      see "~", roll from button X to button Y, ex. aB, kB, agA
    hold    hold attack button for delay/etc.
    GC-l#   guard crush on Soul Charge Level # (1-3)
    lever   joystick movement possible
    ->      denotes a stance shift... ie. 66A2_8~A = 66A2_8->HMD~A
    
    
    FC      fully crouched
    WS      while standing up
    8WR     8 way run
    JF      just frame
    SS      side step
    SC      soul charge
    1FS     1 frame shift
    GI      guard impact
    GC      guard crush
    GB      guard break (see GC)
    RC      recover crouching - means the move will end with Mitsu in a crouched
                                state.
    RCC     recover crouching cancel - moves with RC can have their RC canceled
    iFC     instant full-crouch
    iWS     instant while-standing
    SP      special movement
    NC      natural combo
    FrC     forced crouch
    FrCh    forced crouch on hit
    SCC     soul charge cancel
    BT      back turned
    WL      while landing from jump
    WJ      while jumping
    
    BT      your back facing the opponent
    OB      forces opponent's back to face you
    OS      forces opponent's side to face you
    OSB     forces opponent's side to face you when blocked
    JG      juggle starter
    RO      move rings opponent out
    CH      requires a counter hit
    AT      attack throw (blockable throw)
    FrC     forced crouch on block
    FrCh    forced crouch on hit
    GI      guard impact is possible
    GI-h    guard impact - horizontal attacks
    GI-v    guard impact - vertical attcks
    re-GI   reverse GI, GI opponent's post-GI attack
    #       see corresponding footnote
    c       CH modifier (eg. BNc is a bounce juggle starter on counter hit)
    co      crouching opponent modifier (eg. BNco)
    cco     CH on crouching opponent modifier (eg. FScco)
    
    
    
    
    BN      bound or bounce stun
    DOS     double over stun
    uDOS    unbreakable double over stun
    FS      fall back stun
    LS      lift stun
    HS      hunch over stun, means hit stun for frame data only
    CS      crumple stun
    CFS     crumple fall stun
    TS      thrust stun
    QS      quake stun
    SPS     spin stun
    THS     toe hop stun
    BS      block stagger, means block stun for frame data only
    GC      guard crush
    GB      guard break (see GC)
    
    l       hits low
    m       hits mid
    h       hits high
    L       hits low and grounded opponents
    M       hits mid and grounded opponents
    H       hits high and grounded opponents
    Sm      hits special mid (can be blocked mid or low)
    UB-h    unblockable high
    UB-m    unblockable mid
    UB-M    unblockable mid that hits grounded
    UB-l    unblockable low
    UB-L    unblockable low that hits grounded
    
    
    -----------------------
    NOTATION FOR FRAME DATA
    -----------------------
    Soul Calibur works on 60 frames per second
    
    Frame data for Hit stun/Block stun only applies to retaliation and blocking
    not movement or GI.
    
    In terms of notation.  There is an already agreed upon notation for frame
    data.  However, Tharon_Mortis does not use that notation in his frame data
    thread for Mitsu.  So to keep people from getting confused I'm combining
    his notations and the notations that were already in place before he began his
    work.
    
    Keep this in mind, Hit stun/Block stun is not really a good word to
    describe what the frame data describes.  HS/BS (as it was used before
    Tharon_Mortis is really about the RELATIVE RECOVERY time for the character
    (in this case Mitsu) relative to his opponents recovery after the character
    (in this case Mitsu) attacked.  But HS/BS were "readable" and I guess easy
    terms to learn/understand at the time.  They are terms that are stuck in the
    community's mind.  On the other hand, Tharon_Mortis's notation is less
    "readable" but much more accurate.  Hopefully my notation is a successful
    blending of the two.
    
    Note CH 3A produces a true hit stun -- a DOS, a stun that came from a hit.
    Other hit stuns are CFS and FS.  Check the notations above for more.
    
    
    ~    denotes both a range of values or approximate values.  This is how
         Tharon_Mortis uses ~ in his frame data study for Mitsu.
    iX   X is the number in frames that the attack will hit in.  ie. A has i10.
         That means that the A attack will can register a hit on the 10th frame
         (not before) and all frames after until the attack move is over.
    OC   opponent is crouched, this notation will only be used in frame data
    
    "Relative recovery on hit"
    HS   recovery time for Mitsu when he hits.  This is the relative recovery for
         both attacking and blocking.
    
    "Relative Recovery on Block"
    BS   recovery time for Mitsu if his attack was blocked.  This is the relative
         recovery for both attacking and blocking
    
    HS/BS modifiers
      a  recovery time for Mitsu undergoes before he can attack
      g  recovery time for Mitsu undergoes before he can block
      s  recovery when Mitsu produces an actual Hit Stun like CH 3A
      sb recovery when Mitsu produces an actual Hit Stun, but the
         opponent breaks the stun
      k  recovery when Mitsu KD
      c  recovery when Mitsu does a counter hit.
      d  recovery when Mitsu attacks a crouched opponent
      r  recovery when Mitsu attacks a rising opponent
      jr recovery when Mitsu launches and opponent rolls forward or
         back, if they roll left or right subtract 6 frames from HSjr
      jg recovery when Mitsu launches and opponent attempts an early GI
         or early block
      sl recovery when Mitsu hits an opponent who side steps to
         their left (Mitsu's right)
      sr recovery when Mitsu hits an opponent who side steps to
         their right (Mitsu's left)
    
    Note: Nearly all (except for maybe 3 numbers) frame data in this FAQ came from
          Tharon_Mortis's "Mitsurugi Heishiro: Frame Data" thread at the
          SoulCalibur forums at www.soulcalibur.com.
    
    *****************************************************************************
    Normal Moves
    *****************************************************************************
    -----------------
    GI = Gaurd Impact
    -----------------
    6G = Repel
         Mitsu stops their attack and sorta "pushes them" off balance.
         1.  This only affects HIGH and MID attacks.
    
    4G = Parry
         Mitsu deflects their attack and pulls them to his left side.
         1.  This only affects LOW and MID attacks.
    
    --------------------------------
    Advancing Guard/Retreating Guard
    --------------------------------
    Quote unknown: I think it's WCMaxi
    By holding  you can reduce the overall guard push a move induces. While
    effective in terms of single hits, it is most effective against strings since
    it cuts down the overall push of each hit of the string, vastly reducing the
    string’s overall push.
    
    By holding  you can increases the overall push a move induces. Where this is
    most effective is against characters who’s attacks keep them close to you. If
    you want to turtle, this makes it much easier.
    
    Now, one may wonder what this means in terms of game-play. In essence, moves
    you once used to “space” can now be counter spaced to a certain degree. More
    importantly, moves that were once safe due to push, yet truly vulnerable by
    data, can now be punished.
    
    There’s a lot to explore in their field, but to give some initial direction:
    Using AG versus X’s AAB Yoshi can get a free 6B+KB.
    Using RG versus X’s 1kAA, the 3rd hit whiffs and everyone gets a free 3B.
    Using RG versus Taki’s 33ABBB, the 4th hit whiffs and everyone gets a free 3B.
    
    Anyway, this is very effective all over the place because it undoes the push
    element to a certain degree. Enjoy testing and post results.
    
    ------------------------------------------------------------------------------
    Originally posted by Musourenka
    By the way, is there any way to affect push when guarding lows (for example,
    would 1G or 3G work)?
    ------------------------------------------------------------------------------
    
    Yes, you can move while blocking low. I think some characters move more
    distance than others. On the whole the movement is also reduced. . .
    
    
    -------------------
    "THROW" TYPE ATTACK
    -------------------
    Note: 1.  Mitsurugi's throw animations are not throws.  But we call them
          "throws" anyway because they are accessed by the designated buttons
          combinations for a throw in Soul Calibur 2.  ie. A+G_B+G.  Correction
          his left/right/back "throws" look like real throws.
    
    
          2.  All characters have a Throw Escape.  By inputting an A or a B,
          it is possible to break free from a throw.  Input an A to break an A+G
          throw.  Input a B to break a B+G throw.  The input must be done within a
          few frames of the beginning of the throw animation.  In Mitsu's case hit
          A or B as soon as you see him tap your head up with his hilt.  The window
          to break his throws are frames 1-13 of his throws.  His attack throws
          can't be broken and his back throw can only be broken by Voldo and
          Astaroth.
    
          3.  Throw Escape Recovery(TER):  All characters have what is called
              throw escape recovery.  Input 3 after a throw escape and you will
              recover faster.  Both the you and your opponent have that option.
              Inputting a 3 gives you +14 frames of advantage.  If both you and
              your opponent input a 3 there will be 0 frames of advantage.
    
              If you input 3 and your opponent doesn't; A, AA, and 2A are
              guaranteed.
    
              Attack throws that can be broken give only the attacker the option
              to input 3.  Mitsurugi's attack throws A+K and B+K, as far as I know,
              cannot be escaped.  So throw escape recovery doesn't apply to them.
    
          4.  His throws are fast, but have very short range.  At this point,
              saying throwing tracks is debatable.  Some say it does, other say it
              doesn't.  In some instances it seems to tracks, in other instances
              it clearly does not.  One case that it does track is in the
              MD throw.
    
          5.  Always mix-up your throws.  This means don't favor using A+G or B+G.
              Mitsu needs his throws.  Mix them up so that they have less chance
              of being broken.  One tip is to strart throwing with B+G, then mix it
              up from there.  This is because most people try to break with the A
              button and most people try to attack with the A button.  The index
              finger is the most reactive finger on your hand its hard-wired to
              act first.  You'll find that usually people will tend to throw with
              A+G and break throws with A.
    
    A+G - Done from the front; hits high
          Mitsu hits the opponents head up by tapping their chin with his hilt.
          He step to their left side and throws them face first into the ground by
          hiting the back of their head with his hilt.  He then attempts to cut
          the opponent in half or decapitate them.  Of course, since this is a
          game and the machine NEEDS to be fed quarters, Mitsu's attempt fails and
          the victim rolls aways with a lot less life.
          i16?? ; HS +10
          1.  The opponent is left a considerable distance away from you.
          2.  This can RO, but seems conditional, since sometimes it will not.
          3.  Some options post throw:
              {66A+B_66A+BG}_1A2_1A_kB_kB2_{66BB2_8->HMD}_slide attack
    
    B+G - Done from the front; hits high
          Mitsu hits the opponents head up by tapping their chin with his hilt.
          Then in an amazing fete of EXTREME leg strength and acrobatics, jumps up
          while his sword cuts up along the victims body.  The jump clears the
          victim head and he comes down behind the victim and attempts to
          eviserate the opponent with his sword.  Obiviously, if this could
          actually happen a person with no armor would be cut in half.  But the
          machine NEEDS to be fed quarters, so Mitsu's attempt fails and the
          opponent falls to the ground.
          i16??; HS +11
          1.  The opponent drops at a short distance from Mitsu.
          3.  Options post throw:
              1A2_kB_kB2_slide attack_{8WR2_8B}_{8WR3_9[B]}_okieme game
    
    A+G_B+G - Done from the left/right side; hits high
              Left side throw: Mitsu taps the victim's chin up, steps a bit behind
                their left side and grabs around their shoulder, he rises up and
                sweeps their left leg and throws them face first to the ground.
                He follows their fall with the tip of his sword and stabs them in
                the back as they land.  The victiim flails their arms in a futile
                attempt to escape.  Mitsu then takes a step back to view his
                handi-work.
              Right side throw: Mitsu gets a little behind their right side and
                in a forceful spin Mitsu strikes behind their whole right side
                with his body causing Mitsu to be backed turned and causing the
                opponent to spin.  While back turned Mitsu thrusts his sword
                behind him, impaling the opponent's stomache.  Mitsu turns around
                while the victim staggers back and falls.
              i16??; left-HS=+10; right-HS=+14
              1.  Sorry I don't have many comments on this.
              2.  They do a little more damage than throws from the front.
              3.  You can more consistancely get side throws with 4A6 -> MST throw
                  See 4A6 further below for more details.
              4.  Follow-ups are your okieme game.  The left side throw may be
                  better for okieme even though it has less HS.  Side step to
                  Mitsu's right to attempt the Left Side Throw.  Side step to
                  Mitsu's left for his Right Side Throw.
              5.  See also 4A6.
    
    A+G_B+G - Done from behind; hits high
              i16??; HS +11
              1.  Does more damage than his side throws.
              2.  Only Astaroth and Volodo can throw break this one.
              3.  Its hard to get this throw.  About the only ways I know to have
                  a chance to get it is after {WJ A} or after 2 CH with 22_88AA6.
                  Other than that you just have to be good with side stepping
                  twice.  Once to side-step them.  Twice to get behind them.
              4.  For the back throw, Mitsu puts the opponent on the ground
                  similar to his side throws, but slashes down on the opponent's
                  stomache when they are lying prone on the ground.
              5.  Out of all your throws, this probably gives you your best okieme
                  options.
    
    
    
    --------------
    A TYPE ATTACKS
    --------------
    
    A - Horizontal Slash; Short Range; Hits high;
        i10~i11; HS +6~+7; BS -4~-3
        Mitsu makes a fast horizontal slash going from his left to his right.
        1.  Mitsu's basic A attack interupter.  Know and understand that i10 is
            the standard by which a move is considered fast.
        2.  It will hit side-steppers at short range.  But be careful, it can be
            stepped to Mitsu's left.
        3.  Damage is relatively small.  This is Mitsu's best short range poke
            attack.
        4.  oooooooooo wow a very fast, short range attack, LOW damage attack!
            Don't underestimate it's importance.  Its importance is its speed.
            At short range it will out beat or clash most everyone else's attack.
        5.  Remember at close range your basic high/mid/low mix-up is A_6A/3A/1K.
        6.  Because of its speed.  It can train opponents to duck or block more
            often when Mitsu gets close.  This leads to in close mix-ups of
            AA_throw_2KB_3A_1K.  The 1K can lead to the 1BB/throw/poke mix-up.  If
            you don't understand why this single A causes an opponent to turtle
            just think of why your Mitsu begins to block a lot when faced by a
            good rush down Taki.
        7.  If your A is getting blocked a lot it means 3 things:
            a.  You've conditioned your opponent to block high at short range.
            b.  Your opponent is now suseptable to throwing, 1k, and even 2KB.
            c.  You (can) own them at short range.
        8.  With HS=+6~+7 an immediate follow-up 2KB will be i11~i10 relative to
            the opponent.
        9.  On HIT with A here are some attacks to think about following up with
            A      (i10) - Why not? covers side-step to Mitsu's right
            AA     (i10) - Why not? covers side-stepping
            1K     (i12) - your low option
            K      (i12) - Okay, I just happen to like this move.
            33K    (i13) - nice over all
            6B9    (i14) - Frame trap
            6A     (i15) - on CH HS=+11~+12; covers side step to Mitsu's left
            6K     (i15) - on CH 6K blows them into medium range
            236B   (i16) - nice damage
            throw  (i16) - for the turtle
    
            2KB    (i17) - oh yes, love that low. Careful very good comp have been
                           known to block this on reaction.
            kB2    (i17) - very nice
            b6     (i17) - if you get the CH, I think 236B is guaranteed.  Someone
                           also said a buffered 22_88B might be guaranteed also.
    
    AA - 2 Horizontal slashes, both hit high
         i10~i11; HS +3~+4; BS -6~-5
         Mitsu makes a fast horizontal slash going from his left to his right.
         He steps forward and makes a second horizontal slash going from his right
         to his left.
         1.  This a natural combo.  If the first A hits the second A will hit
             also.
         2.  This is the the same as the A attack except the second A can push the
             opponent into Mitsu's medium attack range.
         3.  The last A will just miss an opponent in Mitsu's medium attack range.
         4.  Many times a Mitsu will not do AA, but do A,A.  The difference is
             that two separate single A's won't push the opponent as much as the
             AA canned combo.  Also, the single A has much better frame properties
         5.  Some moves to immediatly do after HITTING with AA are:
             33K (i13) - for people who duck; nice overall
             6B9 (i13) - for people back dashing; this is also his frame trap
             6K  (i15) - like 4A, but much faster; but less damage and less
                         follow-up, you'll usually get the CH
             6A+B      - for people who turtle or GI
             6B*3(i18) - your fastest low option
             4A  (i18) - for people side-stepping; can lead to more damage
                         depending on your follow-up to 4A; can be a bit slow
         6.  Some things to think about after a blocked AA are(all are TC):
             iFC 1BB_1A+B
             11_77BABG
             1A2
             But, it's safest to block.
    
    6A - 1 Horizontal slash; Short range; hits high;
         i14~i15; HS +6~+7; HSc +11~+12; BS -6~-5
         Mitsu steps forward and makes a horizontal slash going from his right to
         his left.
         1.  This is a bit like Mitsu's A attack, but it has a longer short range
             reach and is a tad bit slower.
         2.  It can be stepped to Mitsu's right.  It covers stepping to Mitsu's
             left.
         3.  On CH an AA is guaranteed.  So look for that red flash and keep a
             good distance.
         4.  On hit you have almost the same options as the A attack.  However,
             1K and 2KB will usually be out of reach.  On counter hit you can
             go for more damaging attacks that are i20 or faster, but without a
             low attacking option, its best to just get the guaranteed damage.
             Unless you've been practicing 6B52.
         5.  Best (safest) range to use this is about the same range as 6K.
    
    
    6AA - 2 Horizontal slashes; 1st is short range, 2nd hits just inside medium
          range; 1st hit is high, 2nd hits mid; 2nd hit DOSc
          i14~i15; HSg -11~-9, HSa -12~-10; HScs +19~21, HScsb -11~-9;
          BSg -20~-18, BSa -21~-19
          1.  6AA is not as unsafe as the frame data implies because the 2nd A
              does push the opponent back a great deal, especially on hit.  But
              if they AG you're screwed.
          3.  If the 2nd hit is a CH it produces a breakable DOS.
          4.  Depending on your competition, the 2nd A can be a gamble.
          5.  Tharon_Mortis broke down the pros and cons for using the 2nd A, but
              it all boiled down to "one thing" and two words, "Be careful."  And
              the "one thing": The 2nd A is there to make the opponent fear to
              immediately attack after a blocked 6A.
    
    3A - Hit to the gut; short range; hits mid; causes DOSc
         Mitsu hits the opponents gut with a left hook.
         i15; HS +2; HScs +31, HScsb +1; BS -7
         1.  This move has short range.  Don't be fooled though, it's range is
             nearly the same as Mitsu's A.  Its not as short ranged as it seems to
             be.
         2.  This move swings from left to right.  Because of its trajectory, it
             can be stepped to Mitsu's left and right.  So don't rely on it to
             much to stop side stepping.
         3.  On CH it causes a double over stun.  The opponent will grab
             their stomache in pain and stand hunched over.  The only way for
             the opponent to escape another attack is to shake their stick back
             and forth while pressing holding down G.  If they can block you, it
             means you have trained the opponent to wiggle his stick and press G,
             post 3A.  Now you can do the following basic mix-up post 3A:
             3B/2KB/throw
         4.  If they don't know how to get out of the stun.  You can have your way
             with your opponent (no fondling, please).  Most people favor
             A+K6/3B/throw post 3A if the opponent doesn't know how to get out
             of stun.
         5.  Remember at close range your basic high/mid/low mix-up is
             {A_6A}_3A_1K_throw.
    
    2A - 1 horizontal slash; short range; hits sM; TC and RC
         Mitsu kneels down and throws out a horizontal slash that goes left to
         right
         i11; HS +4~+5; BS -6~-5
         1.  Mitsu is tech crouched and recovers crouching.
         2.  Even though Mitsu goes down, this attack hits sMedium.  Meaning it
             can be blocked high or low.
         3.  This is Mitsu's second fastest attack and his safest A attack
             because it will evade high horizontal attacks.  Use it with no fear.
         4.  It stops short range side-stepping and can lead to Mitsu's punishing
             Fully Crouched attacks, since it recovers crouching.
         5.  Mix-ups after 2A are
             2A, throw - for turtles
             2A, 1K    - for turtles
             2A, 1BB   - for duckers fearing 1K or the throw
             2A, 1A+B  - for people fearing to duck because of 1BB
             2A, WS AA - for side steppers
             2A, RCC 2KB - if you're skilled
             2A, WS K  - fastest rising attack
    
    66AA series
    -----------
    66A -  1 Horizontal slashe; 1st hits in Medium range; hits high;
           i23 or i18; HS +5~7; BS -8~-6
           With three steps forward Mitsu does two horizontal high slashes.
           0.  Don't use this at short range!  You'll eat damage.
           1.  MEDIUM RANGE, MEDIUM RANGE, MEDIUM RANGE.
           2.  If you're already in 8WR, 66A is i18.
           2.  This should only (ideally) be used to stop MEDIUM/LONG range
               side-stepping and 8WR1_9_2_8 attacks (that you anticipate).  If you
               attack with this and they attack at the same time you can be hit
               out of it by medium range B attacks and longer reaching A swings.
               Against the longer reaching A swings it's better to come in with
               CD, FC 1BB_1A+B.  Against the B attacks 33_99BB is better.
    
               REDO THIS
           6.  Any and all of Mitsu's attacks can be seemlessly followed after the
               1st A attack and the timing for the second attack is easy.  What does
               this mean?  It means mix-ups galore.  Hold the 6 direction while
               doing the attack and Mitsu has just buffered in 8WR6.  Change and
               hold to the 3 direction instead and you just buffered in 8WR3.  You
               don't like the fact that the second A hits high?  Then buffer in
               8WR3 then hit A and you get his MID hitting 8WR A attack;
               hit 5, 2KB and put him on the floor; hit 5, 3B and launch him in
               the air; throw him.
    
    66AA -  1 Horizontal slashe; 1st hits in Medium range, 2nd in long range;
            both hit high;
            i23 or i18; HS -5~-4; BS -9~-8
            Mitsu goes Right to left then left to right and takes 3 steps to do.
            1.  About the same range as 33B
            2.  Both hits are high and the 2nd can be ducked.
            3.  The 2nd hit forces you to block afterwards.
            4.  There just aren't any follow-ups after the 2nd hit.  Its much
                better to do 66A2_8->HMD ~A instead.
    
    66A2_8 - This is the same as the first attack of 66AA.  He then transitions
             into his Half Moon Death Stance.  See Half Moon Death further below
             for more details.
             1.  This is could be the best way to transition into Half Moon Death.
             2.  66A2_8->HMD~A is a natural combo.  Exact notation is 66A2_8~A.
    
    66A2_8->HMD~A
         66A2_8~A  - Mitsu does 66A then immediately follows up with HMD~A
                     i23 or i18; HS +3; BS -7
                     1.  On hit here are some follow ups to think about
                         6B9 - frame trap; fastest follow-up
                         6B  - anti-duck option; easiest follow-up
                         4A  - your anti-step option
                         44[A] - another anti-step option; potentially more
                                 damaging than 4A, but not as safe; takes care
                                 of TC attacks
                         6B2 - your low option; gotta have a low option; make sure
                               you're coming out with the fast version
    
    66AA series - 66A is there to cut off side-stepping when you rush in.  But
                  because of its iframe at i23 it isn't a move you'll find joy in
                  using.  66AA cuts stepping even more.  If it wasn't for the
                  frame properties of 66A2_8, I'd probably never use this move.
                  I use 66A as a stepping stone to get me closer to so I can hit
                  with HMD~A and mix up from there.  If they come to fear my
                  HMD~A, I can start to mix in the full range of HMD mix-ups.
    
                  Quote by Tharon_Mortis
                  "I like 66A.
    
                   100% tracking when entering HMD. HMD ~A doesn't always reach
                   though. Always hold 1P:2 to enter HMD, walks closer than 1P:8.
                   In addition, at close range, after 1P:2, HMD ~A will score a
                   sidehit, adding another point of damage to the combo and
                   leaving opp. sideturned. +3 frames on hit = 1K uninterruptible,
                   tdh with i10. Hard to step = almost guaranteed follow up.
                   Total damage:
                   23 +25 +13 = 61 = 1/4 of lifebar"
    
    4A - 1 horizontal slash; Medium range; hits high; OSc
         Mitzu turns 360 degrees to cover a little bit more than a 260 degree
         horizontal arc with his sword.  The 20 degrees not covered is to Mitsu's
         immediate right.  It starts from Mitsu's right and ends on his right
         side.  If you understand what a properly executed Spinning Back Fist or
         Spinning Elbow is (the kind you would see in kick boxing fight), this is
         the same except with a sword.
         i18; HS +4~5; BS -4~-3; HSsl +5~7; BSsl -3~-1
         1.  Used ideally for Mitsu's medium range, but can be used in his short
             range.
         2.  This is a great tool to stop opponents medium range side-stepping and
             side-stepping attacks.  Whore it, abuse it, love it tenderly.
         3.  This will step Mitsu forward.  It's hard, but it can be stepped.  I
             forget which side.  I think its steppable to Mitsu's right.  What
             ever side it is, its hard to step.  Its possible for 44A to cover
             that side in a mix-up.
         4.  4A can cover the side 44A can be stepped.
         5.  Though he has good recovery after 4A, there is no real "flow" into
             another attack except to switch into stance.
         6.  Follow-ups to think of ... well, that's my problem too.  Why?  Well,
             at about 4A's best usable distance your only low attacks to use are
             1A2_iFC 1A+B_{11_77A}_6B2.  All of them except 6B2 will get eaten by
             fast hitting B type attacks.  A good opponent won't fear blocking
             high all the time after 4A.  This is where you have to decide to do a
             rush down or wait for them to rush you.  However, mixing in 4A6 and
             doing the MST throw helps to break a turtle.  If you're in 2KB range,
             there's no problem breaking a turtle.
    
    4A6 - This is the same as 4A except that after the 4A he immediately goes into
          his Mist stance.
          i18; HS +6~7; BS -2~-1
          MST gA_B    = i17 - fastest MST throw
          MST A+G_B+G = i20 - regular MST throw
          MST ~G      = i29 - MST cancel
          MST ~G~A    = i35 - MST cancel to A attack
          1.  This can make 4A frightening because this is probably the safest and
              easiest way to enter the Mist stance.  See Mist further below.
          2.  On hit: MST A becomes uninterupptable; MST K will go underneath
              any high A attack and is i13; MST B is also i13;  the Auto-GI for
              MST A+B is available for all high/mid attacks, but is a bit tricky.
          3.  On block; MST A_B_K are slowed by 2 frames; MST K will still TC
              any A attack; the MST A+B Auto-GI is available for all high/mid
              attacks and its GI window fits exactly over the iframes of i10
              and i11 retaliation attacks.
          4.  Be careful, MST gets weak when they start stepping to Mitsu's left.
          5.  Discovered by Tharon_Mortis
              Use the following inputs to more reliably get side throws.
              4A6~{gA_gB} = 4A6->MST gA_gB
              Quote by Tharon_Mortis
              " ... If 4A6 scores a regular sidehit in the opponents right side,
                i.e. after having stepped/evaded to your left, your adversary's
                left off-axis.  Perhaps you did know that holding guard usually
                cancels this state and - unfortunately - makes it quite hard to
                connect sidethrows in similar situations... that's exactly the
                problem here.  If you used the regular throws and they didn't move
                at all, it'd be the "opponents-left-side" throw. However, if they
                tap guard at any moment, regrettably, you'll just end up with the
                regular versions.  Now, if you used gA / gB instead, even guarding
                at an early moment doesn't occur soon enough to cancel the
                sideturned-state.  Therefore, a blocking opponent suffers either
                one of the side- or even a backthrow. ...
    
                ... I'd like to repeat a few things.
                This only works:
                - on a sidehit in the opponents right side
                  (i.e. after having stepped to the left)
                - on a regular hit
                  (CH pushes them farther off, which leads to a less reliable
                  setup)
                - if you made use of the gA / gB throws
                  (regular ones are slower to connect and don't allow for this)
    
                ..."
                -Jalf- For the newbie in you, you might be wondering why you can
                       get the side throws more often with this.  Well, because
                       sooner or later your opponents will find that stepping to
                       the right (to Mitsu's left) is a weakness of his.
                       4A6->MST gA_gB is a great way to punish that kind of
                       thinking.
    
    44A - 1 horizontal slash; Medium/long range; hits Mid; KDc
          Mitzu backs up a bit then while stepping forward, turns 360 degrees to
          cover a little bit more than a 360 degree horizontal arc with his sword.
          The 20 degrees not covered is to Mitsu's immediate left.  It starts from
          Mitsu's left and ends on his left side.  Though similiar looking, it is
          not the mirror image of 4A.  It looks more like Kenshin's sword drawing
          technique from the anime Rouini Kenshin.
          i22; HS +2~5; HSck +24~27; BS -10~-7
          1.  Do not use this at Mitsu's short range.
          2.  This is ideally used at Mitsu's outer medium range or even long
              range.  This is because he doesn't have great recovery and after 44A
              he steps closer and can be in danger of fast throw/low mix-ups.
          3.  This move is much harder to step and covers 4A's weak side.  I
              believe its steppable to Mitsu's left.
          4.  On counter hit this move knocks back and knocks down the opponent.
          5.  If this were only i18 like 4A, this move would be so awesome.  Shows
              you what a difference 4 frames can be to an attack.
          6.  I sometimes use it as a rush in (not rush down) tool because Mitsu
              can be so suseptable to side step and most of his other horizontals
              like 4A are duckable.  44A handles side step and ducking.  It takes
              a bit of practice though because you want to attack at 44A's maximum
              range not any closer.
    
    44[A] - is the same as 44A except that Mitsu transitions into RLC.
            i22; HS +6~9; HSck +28~31; BS -6~-3;
            i34 = ~G
            i44 = ~G~A
            1.  I really can't say much about this because I suck at using the
                full potential of Relic (mainly RLC A+B+K).  See Relic further
                below.
            2.  Some top players say this move is great after a launcher like 3B
                because on okieme RLC A+B+K is easier to connect with A attacks,
                throws, kicks, and even a very few vertical B attacks.  RLC B
                makes them fear blocking low and RLC A+B+K makes them fear doing
                an immediate attack.  This makes RLC K safe?  Somewhere in the
                forums quite a few people talk about okieme using Relic.  You'll
                have to find it to get the real deal.
    
    1A series
    ---------
    1A - 1 Sweeping A attack; Long range; hits low and grounded; TC; KDc
    1[A] i35~i36; HSk +30~31; BSg -17~-16, BSa -18~-17;
         HSSLk +32; BSSLg -15, BSSLa -16
         Mitsurugi sweeps his sword low in an almost 360 arc around him.  The
         swing starts from his left and ends to his right and behind him.
         0.  Because of the disavantages on block for this move, never use it.
             Instead use 1A2.
         1.  Execution is slow.  Holding the A button will make it execute even
             slower.
         2.  It can be stepped to Mitsu's right side and his left too, so be
             aware.  I no longer remember to which side 1A is weak toward stepping
             because I use 4A for anti-step.  But I believe its steppable to his
             right as long as you keep stepping all the way to Mitsu's back.  Its
             steppable to his left, but I'm not sure if the opponent has time to
             use it to their advantage.
         3.  Because of its slow speed you don't want to use it at any range
             except LONG range.  However, if you expect a high horizontal attack,
             this move will duck under it and eat them alive.  If you get the hit
             and manage to buffer in 1BB you'll shout Halleilulia!
         4.  In all FAQs 1A doesn't RC, but you can seemlessly pull off his
             FC attacks.
         5.  In the forums it was mentioned that there aren't any good mix-ups
             after a blocked 1A.  At long range, though, you can try to buffer
             in: {66A+B_66A+BG}_FC 1BB_{FC 3B}_{11_77A}_{CD mix-ups}.  Results can
             be mixed.
         6.  In the forums it was mentioned that 66A+B is probably the best choice
             because it leads to a G-Cancel mind game.
         7.  It is not a safe move to use except at LONG distance.
    
    1A2 - This is the same as 1A except it is safer on block.
          i35~36; HSk +40~41; BS -8~-7; HSSLk +42; BSSL -6
          1.  People in the forums know this as 1A2, Tharon_Mortis lists it as
              1A1.  It's likely that they are the same.  So don't get confused.
              I'd probably stick with 1A1 because Tharon_Mortis doesn't mention
              1A2.  Aris on the other hand talks of 1A2 as having a BS=-8.
          2.  Because of the better BS, 1A2 becomes usable at just about any
              distance.  At short range its best used in anticipation of a High
              hitting attack.  At medium range it can also be used as part of a
              Mid/Low mix-up.  At long range you can just whip it out.  Just be
              careful of B attacks; i35 is pretty slow.
          3.  Again, let me repeat NEVER USE 1A!!!
          4.  I don't know if its guaranteed but after hitting with 1A2, I've
              never missed with FC 2B.  On block an immediate FC 2B becomes i21,
              but I still hit with the FC 2B or they block it.  It shouldn't
              compare to a faster attack, but maybe because the 2 is
              buffered in ... i dunno <shrug>
    
    
    1A,B - Fake 1A to vertical slash; Medium range; GC
          At anytime before Mitsu is half-way thru the 1A animation hit the
          B button and Mitsu will bring his sword behind him, his sword will burst
          into flame and do an upward vertical slash with his sword upside down.
          i70~i71; HSjr +56~+58, HSjg +43~45; BSg=BSa=+36~38
          1.  Some say this is a good fake.  Some say it isn't.  I will not judge
              this move here.  It is true to say this move should be used
              sparingly.
          2.  You can cancel this move any time before he begins to turn to face
              forward.  Do not press the B button until the 1A animation is half
              way thru or else the fake wouldn't fool a grain of sand.
          3.  The attack guard crushes and does great damage.  66A+B is guaranteed
              if you get the GC instead of the hit.
          4.  Suggestion: If you use this, you have to train your opponent to
                          block on reaction to the 1A2 animation.
          5.  Quote: By Tharon_Mortis?
              "1A,B - B seems to take another 35 frames from moment of input. At
               a certain range, it can be used as evasive move. =) Check out B+K
               on hit, have a person roll back and attack while you're doing 1A,B.
               Many moves will whiff. Just to give you an idea of the distance."
    
    1A series - From the 1A series, seriously, only 1A2 is useable.  If the
                opponet is unused to 1A,B you can get them, but probably only once
                in a match.  It doesn't take long to recognize the 1A,B animation.
    
    A6 -   Horizontal Slash, Medium range, Auto-GI
           Mitsurugi will hold his glowing sheath horizontally before him then
           make a horizontal slash.
           i25; HSg -12~-10, HSa -13~-11; BSg -22~-20, BSa -23~-21
           0.  This is the Auto-GI partner to 4B+K.
           1.  This is the variant of 4A+K.
           2.  This move will GI ONLY DOWNWARD vertical slashes.  The GI occurs at
               the sheath.
           3.  The window for the GI is tight.  Somewhere around the 4th-9th
               frames of the move.  All Mitsurugi users comment that this GI is
               hard to use as a replacement for GI (4G_6G); near impossible for
               some.  I myself spent $30 on this move alone, before I perfected it.
               Three days of inactivity later I could no longer do it <cry>.
           4.  It's recovery is ugly to the bone.  I don't used this often, but I
               find it best to use at a medium to long range.  At short range, if
               you don't hit or don't GI, you'd better pray.  At long range, post
               block, you can still be in danger.  Even if you hit (without the GI
               and without CH) you can still be retaliated.  The recovery is that
               bad.  It's good that the move pushes the opponent back or you'd be
               really screwed.
           5.  In the forums (by Youngworld), it was suggested that 4A+K/A6/4B+K
               should be used as combo breakers.  Well, you've noticed the 3rd hit
               of any string for any character can be fairly anticipated.  Most
               people GI/duck/sidestep/block/etc. the 3rd hit.  Well, try Mitsu's
               Auto-GI instead.  Watching vids, I also saw that Mitsu can break
               the second attack of a combo.  That's powerful stuff.
           6.  In the forums it has also been said that Mitsu's Auto-GIs are
               excellent in post GI war or to fake out a GI whore because the
               glowing sheath looks like an attack.
           7.  With #5 and #6 said, don't use a6 like you would use GI (4G_6G).
               Use them only as combo breakers or post GI war.  However, I believe
               it was 4B+K that was recommended for post GI war, not A6 or its
               variants.
    
    Note: The GI windows for A6_4A+K had been listed as between the 4th and 9th
          frames of the move.  However, the GI window for MST A+B is also between
          the 4th and 9th frames of its move.  I and other players have a much
          easier time getting the Auto-GI from MST A+B than getting the Auto-GI
          from A6_4A+K.  So either the Auto-GI frame window for A6_4A+K is wrong
          or people have a pyschological problem getting the auto-GI with A6_4A+K.
          Or its just too damn hard to guess when a vertical versus a high attack
          is coming, unless its part of a known combo.  Hence its best use is as
          a combo breaker.
    
    
    --------------
    B TYPE ATTACKS
    --------------
    
    BB series
    ---------
    B - Vertical Slash; Medium range; hits mid; fast speed; fast recovery
        Mitsu swings his sword down in a vertical slash.
        i13~i14; HS -4~-3; HSd -3; BS -8~-7
        1.  From the frame data, you can see that its much better to do BB instead
            of just B.  There's really no reason to just do a single B.  Unless
            you mix it up with B*B.
        2.  This one of is Mitsu's fastest medium range pokes.  The other is 6B8.
        3.  Damage is small.
    
    BB - 2 Vertical slashes; Medium range; both hits are mid; fast speed;
         fast recovery
         Pretty much the same as B except the last B is an upward vertical and
         Mitsu steps forward on the second B.
         i13; HS +0; BS -10
         1.  Damage is not bad for poking.
         2.  BB will tend to keep opponents in Mitsu's optimal attack range.
         3.  It's range is just outside Taki and Talim's A attacks.  Use it to
             keep them away.  It's also fast enough for it to be hard to side
             step.
         4.  Not much else to say except that you can use it often.  Oh, its great
             as part of a mix-up with 4A.  4A covers step and BB covers ducking.
             Thanks KnightSpirit for putting up your vids and reminding the
             community of BBs usefulness!
    
    BB6 - This is the same as BB except that Mitsu will transition into his Mist
          stance.
          i13; HS +6; BS -4;
    
          i17 = MST {gA_B}_{A+G}_{B+G}
          i27 = MST ~G
          i33 = MST ~G~A
    
          1. On hit MST A is uninterupptable (at i6 it might be gauranteed).
             MST K will go underneath any horizontal and is i13.  MST B is also
             i13.  The MST A+B Auto-GI is available against all highs/mids, but is
             a bit tricky.
          2. On block, MST A_B become unuseable.  MST K can be hit by i10
             horizontals.  While MST A+B Auto-GI is perfect for catching all
             feared high/mid retaliation.
          3. If they catch on to the weaknesses of Mist, then on block BB6 becomes
             an unsafe move.
    
    B*B - 1 Vertical slash, 1 delayed vertical slash; both hits are in medium
          range;
          Mitsu does what he does for BB except the 2nd B is delayed and more
          powerful looking.
          i13; HS +0~1; BSg -14~-13, BSa -15~-14
          1.  I just started using this.  This is the same as the BB
              except that the last B is delayed.  Just hit the B button about 1/2
              a second after the first and the delayed B slash comes out.  I
              didn't play with this much until I was fooling around in ultra hard
              training mode one day and just did B, BB, B*B.  I did the three
              randomly and got a perfect on computer Ivy without ever using any
              other attacks.  It can really fool the opponent because they really
              don't know what's coming next. Since, all these B attacks look
              almost exactly the same, it's hard to keep track of whether the next
              thing Mitsu will do is a regular B or a delayed B.
          2.  Really nice to add to your poke game.
          3.  I really couldn't find out if it tracked or not.  (I'm leaning
              toward, not.)
          3.  On block its horrible.  Read about B*B2_8
    
    B*B2_8 - Same as B*B except Mitsu ends in HMD.
             i13; HS +2~3; BS -13~-12
             1. This is yet another way to get into HMD.
             2. Again BS is horrible, however, you can block in HMD by using 2G.
                See Half Moon Death for more details.  In practical play,
                depending on how skilled you are, it is very hard to block while
                in HMD (or any stance) stance.
             3. This is not his best way to enter HMD because of the BS, but
                it is an option when your opponent knows all your well used moves.
    
    BB series - BB can be used in nearly all situations because of its speed.  Its
                variations are a mind game that lead to big damage, but high risk.
                A single B attack looks very lonely and is ripe for retaliation,
                but B*B and B*B->HMD will have the opponent thinking twice about
                retaliating.  BB can also look a bit lonely and vunerable.  But
                BB6 will keep them back.  However, on block these variations have
                serious weakness to retaliation.  Its a bit hard to react,
                according to whether or not Mitsu hits or is blocked.  You'll
                need a definite stratedgy to incorporate B*B_B*B->HMD and good
                skill to use BB6 when you get to harder competition.  Against
                mediocre players or players that aren't familiar with them,
                its pretty sweet. LOL
    
    B2_8 will be listed in the STANCES section
    
    B6 - 1 Overhead smash; Medium range; hits high; CSc
         Mitsu takes one huge lunge forward, sword above his head, and strikes his
         sword down on the opponent's head.  Like the over the head Kendo strikes
         you see in anime.
         i17; HS +0~2; HSck +53~55, HScs +16~18; BS -16~-14
         1.  Tharon_Mortis lists three numbers for HS.  One is a regular hit.  The
             other two have me confused.  Notation-wise one produces a KD, while
             the other produces a REAL Hit Stun.  As far as I know B6 doesn't
             produce a KD.  But I'll leave it as is.
         2.  On CH the opponent will crumple to the ground.  236B is guaranteed.
             It's been said 22_88B is also guaranteed.
         3.  You can buffer in 8WR moves easily after this attack if you held the
             6 direction.
         4.  See also the B-Step Study below.
         5.  Quote by ???
             "Well observed!
              I totally agree.
              b6, to a good part, was designed to be a punisher.
              There are quite a number of moves which leave the opponent at
              BS -16, yet are relatively safe because of the distance/push back.
              b6 often is the only move which is in range AND guaranteed."
    
    6B series
    ---------
    6B - Sword thrust;  Hits Medium range; Hits mid;
         Mitsu shoots his sword forward, point first, straight ahead.
         i17; HS +5; BS -4
         1.  It's a fast medium range poke attack with a longer reach than B and
             could be his best medium range poke.
         2.  Pushes your opponent into your medium range.
         3.  This attack and 3K are similiar and can be used interchanably.
             However, I use 6B when I need longer reach and/or better damage.
         4.  Remember 6B_6B8_6B2 all have the same reach.  6B is a hits Mid.  6B8
             hits high, but is very fast.  6B2 (fast version) hits low and is
             slower than the other two.  Also 4A has the same range.  These four
             attacks should take care of your medium range poking needs.
    
    6B8 - 1 Angled up forward thrust; Medium range attack; hits High;
    6B*9  Mitsu thrusts forward with his sword tip angled up.
    6B9   6B*9=i13, 6B9=i14; HS +8~9; BS +1~2
          1.  Movelists will say 6B8.  Mitsu's in the forums say 6B9 and frame
              data from Tharon_Mortis will only list 6B*9_6B9.  It can be done as
              6B8, but 6B9 is so much easier.  So for the casual readers I will
              refer to this move as 6B8.  Hardcore Mitsu users will know I'm
              talking about 6B*9_6B9.
          2.  This is one of your fastest B attacks.  The other is the simple B.
          3.  This is one of Mitsu's few frame traps.  On either hit or block
              Mitsu will have frame advantage.  Basically that means Mitsu is safe
              to keep attacking after this move.
          4.  Buffer in 8WR3_9K for a surprize knee.  It comes out seemlessly.
              (seen and copied from an Ai_Uchi Mitsu from a vid from the Soul
              Calibur archives)
          5.  Can't really recommend any follow-ups since I didn't know about this
              move until very late.  At the distance you'll probably be using this
              at, I'd say follow up with 99K_6A_4A_{11_77BA}_6B52.  On hit you
              can be more aggressive with {33_99B}_kB2_B6_44A.  On block can also
              go for TC moves like {11_77BA}_1A2_iFC 1BB to catch horizontal
              retaliation.  Oh, unless you practice, its a bit hard to go from 6B8
              to 6B52.
    
    6B2    - 1 Angled down thrust; Medium range; hits low;
    6B*3
    6B52   Mitsu pokes his sword into opponents foot.
           i18; HS -3; BSg -15, BSa -16
           1.  Movelists list this move as 6B2.  Tharon_Mortis lists it as 6B*3
           2.  This is Mitsu's only medium range low poke.  I don't use this much
               because I used to have a hard time pulling it out and now I just
               forget its there.  But don't you forget it.  It's Mitsu's only fast
               medium range low attack.
           3.  Tharon_Mortis only list one speed (i18) for this move.  There may
               be two.  Just make sure you input the 3 or the 2 as late as
               possible to get the fastest 6B2 variation.
           4.  In all moves list this will be listed as 6B2 and not 6B52 or 6B*3.
               Though the move can be done as 6B*3, I find the timing harder to do
               than 6B52 because I'm a hasty player.  I used to be a button
               masher.  Everytime I try 6B*3 I get 6B:3.  So to help me get the
               timing for 6B*3, I do 6B52 (if you're using a joy stick) or 6B2
               without going to true neutral.  I do it as 6B52 because in the heat
               of battle it's hard to slow down.  Practicing 6B52 does away with
               slowing down your hand movements.  Of course some of you with
               steadier hands will find 6B*3 much easier to do.
           5.  It fairly fast, but it is noticably slower than 6B.  It also
               telegraphs itself a bit.  So, it may be blockable on reaction if
               you start to abuse it.  I can't really tell how it good it is if it
               were heavily used, but so far so good.  Simply because at this
               move's best range, opponents don't expect a fast low to come out
               of Mitsu and if they aren't retaliating they are always blocking
               high.
           6.  Though the HS and BS don't look good, at a medium distance away its
               safe.  I haven't had trouble blocking afterwards.  Just don't
               use this up close.
           7.  Practice this move.  You'll find yourself in many situation where
               this would have been great to use.  Practice is needed for this
               move because its very easy to accidently do 6B:3 instead.
           8.  Oh, one really irritating flaw with this move is that occasionally
               the sword tip goes exactly between your opponent's legs; yep you
               guessed it ... it'll miss when it does that.  But that's not a
               problem so far.  The miss surprizes my opponent more than it does
               me.
    
    6B2  - Angled down thrust; Medium range attack; hits low; THSc
    6B:3   Mitsu does the same thing as 6B2, but MUCH slower and a CH will cause a
    6B:2   toe-hop stun.  The hit causes extreme pain in the opponent's foot
           region causing undue anguish and mental instability.  The opponent will
           then grab their foot and begin to dance for your pleasure.
           i34~i35; HSk +56~58; BS -8~-6
           1.  Again movelists will only mention this as 6B2, but you know better.
           5.  This is the variation to 6B52.  This move is like 6B52 except that
               it is noticably MUCH slower and will produce a toe-hop stun.
           3.  This is Mitsu's only medium range low poke.  I don't use this much
               because it is slow.  You need to have a good understanding of your
               opponent to use this.
           6.  I'm not really sure what is really needed  to produce the toe-hop
               stun on a hit.  I believe a CH is needed though Tharon_Mortis
               frame data says a CH is not needed.  The frame data in this FAQ
               will reflect Tharon_Mortis's view.  Using a PS/2 I got mixed
               results when setting all hits to Attack Counter Hit.  In the
               arcade, it seems to produce a toe-hop stun on any hit.
           6.  While they are in toe-hop stun, someone said 66A+B is guaranteed.
               Sorry I can't verify that.  It was that or 22_88B.
           9.  Tracks well FIND THE POSTING OF TRACKS WELL
    
    6B series - I don't think anyone sees this set of moves as being related to
                each other.  However, except for lack of anti-step all three
                complement each other as part of a mix-up.  6B is anti-duck; 6B52
                is anti-turtle; 6B9 is anti-attack.  Using this set as part of
                a mix-up is a bit hard though because 6B:3 isn't a very favorable
                move to use and is easy to accidently get if you're doing 6B2.
                Also 6B52 tends to end your attack flow.
    
    2B - Crouching vertical slash; Medium range; hits Mid and grounded; TC; RC
         Mitsu crouches and slashes his sword vertically down.
         i14; HS +2~3; HSd +3; BS -8~-7; BSr -6
         1.  Use this as a very safe poke.  Since damage is small. I tend to favor
             6B, 3K, or 6K as a medium range poke because they have a longer reach
             and push back, and a faster recovery.  However, 2B has TC and RC.  So
             you can duck then access his FC attacks.
         2.  Also, I tend to favor 2A over 2B because it has better frame
             properties and 2A is an anti-step move.
         3.  Because it hits grounded, I mostly tend to use it as a quick all
             purpose no mind games involved attack after I ground someone.  It
             helps to condition your opponent to immediately block standing up
             after you ground them.
    
    3B - 1 vertical slash; Medium range attack; hits mid and grounded; launches
         i19; HSjr +44~45, HSjg +31~32; HSdj +45, HSdj +32; BS -7~-6, BSr -6
         Mitsu will swing his sword like a golf club leaving a red trailing arc.
         1.  Unlike many of Mitsu's attacks he does not step forward.
         2.  On a hit it will launch the opponent into the air.  This is Mitsu's
             primary launcher.  Feel free to whip this out any time because it
             comes out fast and has great recovery.  This is an important move
             to use in all your stratedgies because it's your best launcher and
             its the best launcher for okieme/wake-up.
         3.  This move is the other half of Mitsu's standard MID/LOW mix-ups.
             See the Mix-ups/Mind games section below.
         4.  Its fast enough to use for retaliation in many ranges and situations.
         5.  Be careful because this move has no tracking and can be easily
             stepped.
         6.  I tend to favor using 33_99B instead because it tracks to Mitsu's
             left and though it seems slower, its has the same iframe.
         7.  It's been said that this move can catch an opponent stepping to
             Mitsu's right.  Reason I don't know personally is because most of my
             competition have always stepped to my left.
    
         Note: The other moves that put opponents into the air are 1B, Mist A+B,
         A+BG, SC2 8WR2_8BB, FC 1B, 1A~B8WR3_9B, and CH K6_{8WR3_6_9K}.  2K does
         put them in the air but doesn't launch them high enough to for you to
         capitolize on it.  However, 3B and 33_99B are your best launchers and 3B
         is Mitsu's best launcher for your okieme/wake-up game.
    
    1B - 1 vertical slash; Medium range attack; hits mid and grounded; launches
         Mitsu will swing his sword like he's swinging for a home run deep into
         center field.
         i21; HSjr +38~39, HSjg +25~26; HSdjr +39~40, HSdjg +26~27;
              HScjr +46~47, HScjg +33~34; BSg -12~-11, BSa -13~-12
         1.  This move can be delayed by holding the B button.
         2.  At SC1 it has GC.
         3.  On a "clean hit" it launches.  It does not launch as high as 3B does
             also it launches the opponent further away from you.  Air juggle
             combo are fewer for this move than for 3B.  FIND THE GUARANTEED
             DAMAGE FOR THIS MOVE.
         4.  This has more range than 3B.  Its reach almost goes into Mitsu's
             long range.  At a far enough distace this move will not launch.
         5.  This definitely pushes your opponent back.
         6.  I find that this move is best use as a retaliation tool.
         7.  TALK ABOUT THE CANCEL IF YOU CAN FIND THE CANCEL
         8.  It tracks a bit to Mitsu's right.
    
    4B series
    ---------
    4B - Forward Thrust; Medium range; hits Mid; DOSc
         Mitsu steps back then thrusts forward with his sword.
         i31; HS +0~3; HScs +21~24, HScsb -9~-6; BSg -15~-12, BSa -16~-13
         1.  This is hard to time because Mitsu doesn't step back as fast as you'd
             like :^(.  And it's just slow enough that an experienced player can
             see it coming and SS the thrust.  At short range you can be hit out
             of it.  So be careful.  You have to space yourself with this move.
             I use it mainly in anticipation of an attack that would just hit me,
             but miss if I did 4B.  This move can be delayed by holding the B.
         2.  The stun is breakable.  When you see them double over, do your
             3B_2KB mix-up in case they can break the stun.
         3.  Though the BS on this sucks, the move produces a great deal of push
             back, so you're still fairly safe on block.
         4.  Has no tracking.
    
    
    4[ B ] - Forward Thrust; Medium range; hits Mid; CFS; GC-SC1
             Mitsu steps back then thrusts forward with his sword.
             i49; HSk +62~64; BSg -13~-11, BSa -14~-12;
                  at SC1, BS=+27~29
             1.  This is the delayed version of 4B.
             2.  On a hit it produces a crumple fall stun.  Line up a free
                 anything when this hits.
             3.  When soul charged to level 1, this produces a guard crush.
             4.  Good luck hitting with this move because its slow and has no
                 tracking.
    
    4B6 - Mitsu steps back into MST
          1.  This looks just like 4B except that instead of going through with a
          thrust he settles into Mist.  It's very nice to use as a keep away tool
          and a great way to go into Mist stance.  Just be careful because it's
          just not as fast as you'd want it to be.  Don't try to replace back
          dashing with it.  A very good use for it also is as a mix-up between 4B
          and 4B6.  Keeps them guessing as to how to react to you when they see
          you rear back.
    
    
    6B4 - Sword thrust to 4B attack; Medium range; both hits are mid; DOSc??
          Mitsu does his 6B attack, but then does does his 4B attack.
          i34; HSk +24~26; BSg -13~-11, BSa -14~-12
          1.  There is a difference in console and arcade versions of this move.In
              arcade 6B4 fakes a non-hitting 6B then follows up with a quick 4B.
              The console version (PS/2) of 6B4 does a 6B move that can hit then
              follows up with what looks like a delayed 4B.  Other than that I
              really don't know squat about this move.
          2.  The following discussion started by JustKill will tell you much more
              about 6B4.
    
              4B vs 6B4
              --------------------------------------------------------------------
              They're pretty similar, but at the same time there are quite a few
              differences. 4B is faster to execute, does less damage, gives a DOS
              on CH, can be delayed, does a GC at SClv1... uhh, oh yeah, crumple
              stun when fully charged. Also can be cancelled into Mist(4B6). 6B4,
              on the other hand, is a little bit slower, more damage, causes a big
              knockback on a normal hit(good for RO), and can't be delayed. Also,
              6B4 is a bit safer when blocked.
    
              both 4b and 6b4 have a bit delay.
              So those are not used easily.  it's better to use those techs safer.
              I think we must use those techs on timing mix-up, not ordinary
              mix-up.
    
              why 4b is better than 6b4?
              Let's chect out some case.
              If 66a8a blocked ,Mits have no attack priority I know.(but you can
              block all attack.) and your opponent has little attack priority,
              either.  In this case, after 66a8a,Mits attack once again, almost
              Mits will be hit counter.but...
    
              1)66a8a - 6b (enemy has been hit counter or simultaneous attack
                effect)
              2)66a8a - 4b (if enemy do any move-except 8WR almost 4b hit counter)
              3)66a8a - 6b4(count hit or you will be hit counter -_-
    
              4b - one step back attack.
    
              6b4 - one step back attack after "nomal 6b motion".
    
    
              Two techs have difference only one step, but this difference have
              a striking contrast.avoiding opponent's attack and counter hit or
              not- It means you are hit counter.
    
              Of course, 4b and 6b4 can be sucked-_- 8WR but in case 4b, it can
              be shifted MST.MST have ability that catch 8WR a little.
              Maybe you think 6b4 can trick,but that motion has too shot time to
              trick opponent. SO i think 4b is better than 6b4.
              Very good stuff. 4B under most circumstances, 6B4 for wall game/RO.
    
              -Jalf, Sorry I don't know who to attribute which lines, but I know
               JustKill said the first paragraph.  I believe it was a Korean that
               said much of the rest.
    
    4B series - This series of moves is all about anticipation and spacing.
                Anticipate an attack that you know this series of move can just
                avoid.  The closer Mitsu is the greater the reward and the greater
                the risk.
    
    44B - Downward vertical; Medium range; Hits Mid and ground; FrC
          i22~i23; HSk +42; HSdk +43; BS -4
          Mitsu rears back a bit, then steps forward with a downward vertical.
          1.  I'm starting to  use it often as its best application seems to be
              while retreating.  I've been retreating alot lately.  The best
              application is 4, G, 44B.  This quickly steps you back then lets
              you attack.  Don't try to back dash with 44, it isn't fast enough
              and in the heat of battle you'll accidently hit B and end up doing
              44B instead of retreating first, you'll get hit.  Don't be fooled
              44B has great range.  So back up first.
          2.  At 44B's optimal range 44B, BB works on block.  Its not a guaranteed
              combo, but 44B forces a crouch on block.  Your opponent needs a
              medium range WS/FC attack that is i17 to clash with your BB.  BB may
              be uninteruptable in many cases.  In practice, it works well.
          3.  Just using 44B to get the KD isn't very rewarding because 44B does
              very little damage and the okieme game afterward is not great,
              but if you find people tend to block your 44BB; doing 44B, BB tends
              to fake them out.
    
    44BB - Downward then upward vertical slash; Medium range; Both hit mid, 1st
    44B*B  hits grounded, 2nd hit is delayable and is GC at max delay; 2nd hit
           I think hits grounded also, you'll have to check
           Mitsu rears back a bit, then steps forward with a downward vertical.
           He then does an upward vertical.
           i22~i23; HSjr +22~23, HSjg +9~13; HSdjr +23~24, HSdjg +10~14
                    HScjr +23~24, HScjg +10~14; BSg -15~-14, BSa -16~-15
              1.  A very good attack as you are retreating.  Unless you have
                  steady hands I'd recommend retreating with with {4, G} not 44.
              2.  The second hit can be delayed.  At max. delay the 2nd hit will
                  have GC properties.  Many have wiffed the 1st hit as bait for
                  a delayed 2nd hit, ouch.
              3.  The first hit forces the opponent to crouch on block.
              4.  It has great range and does great damage.
              5.  This can be canceled FIND THE CANCEL.
              6.  The 2nd B has great push back properties.
    
    66BBB series
    ------------
    66B   - One vertical; medium range; hits mid;
            Mitsu runs forward slashing his sword down.
            i19; HS +3~4; BS -6~-5
            1.  I can't really say much about this move because I tend to stay
                away from the whole 66BBB series.  But frame data wise, 66B isn't
                a bad move.  Damage is piddly small, but if you need poke with
                longer range than 6B but much faster than A+K; 66B fits pretty
                nice between the two.
            2.  66B does not track.
            3.  I don't think it hits grounded opponents.
    
    66BB  - Two vertical slashes; long range; both hit mid, 2nd B hits ground also
            Mitsu runs forward slashing his sword down, then up, then pauses like
            an idiot.
            i19; HS +3~4; HSdg -12~-11, HSda -13~-12; BSg -21~-20, BSa -22~-21
            1.  Only the fear of getting hit by the 3rd hit of 66BBB makes people
                not attack you after 66BB.  If they're not afraid then you're
                screwed.  66BB is best used sparingly or if you use
                BB_44BB_B*B_B_66B_66BB2_8->HMD~A a lot.  You have to confuse them.
            2.  The 2nd B can hit a person stepping to Mitsu's left.  Zero for
                console.
    
    66BBB - Three vertical slashes; long range; all hit mid; 3rd-FrC, 3rd-CFS
    66BB*B  3rd(max delay)-GC
            Mitsu runs forward slashing his sword down, then up, then down again.
            i19; Hk +23~24; BSg -18~-17, BSa -19~-18;
                 HSslk +24~25; BSslg -17~-16, BSsla -18~-17
            1.  This is best used sparingly.  The recovery on block is awful.  Of
                course since Mitsu only has two natural combo attacks 11_77BAB and
                66BBB that have a 3rd attack, you'll find many people don't expect
                the 3rd B, since most Mitsu's can't hit past their 2nd attack.
                You could say 66A2_8->HMD AA_BB is a 3 string natural combo, but
                I'm excluding that one.
            2.  If you hit with the last B your okieme options are near perfect.
                Because they fall right at your feet.  2KB becomes harder to avoid
                by rolling to Mitsu's left.
            3.  There are three delays.  The first delay held for less than 1
                second tracks even to behind Mitsu's back.  After one second it no
                longer tracks.  At the maximum delay Mitsu's sword is enveloped by
                flame and becomes a non-tracking GC.  Good luck hitting with the
                GC, you'll need it.
            4.  However, if the 2nd hit was a CH, the 3rd hit is guaranteed.  Hey,
                people say they can tell the difference and act accordingly.  So
                practice hard.  But if you're a mediore player, screw it. LOL
    
    66BB2_8 - This is the same as 66BB except Mitsu goes immediately into HMD.
              i19; HS +10~11; BS -15~-14
              1.  The frame data is a bit better, but the BS still sucks.
              2.  Since you can block while in the HMD stance animation 66BB2_8 is
                  theoretically safe.  In practice using 2G to block while in HMD
                  requires more skill than the average player has.  See HMD
                  further below.
              3.  If your HMD is feared, 66BB2_8 becomes easier to use.  Don't use
                  66BB2_8 as your main HMD starter, though.
    
    66BBB series - On the whole 66B has its uses, but its still just poke damage.
                   66BB goads the opponent to attack.  66BB2_8 gives you HMD
                   variation.  66BBB keeps the opponent fearful.  But because of
                   the BS for {66BB_66BB2_8_66BBB} its all very risky!  The whole
                   66BBB series is a gamble.  You need to know the flow of battle
                   well to consider using this move.  Because all they have to do
                   is block everything.  That's not as redundant as as it sounds.
                   The key to this move is the 2nd B.  If they always block after
                   the 2nd B; your 3rd B is easy to read and anticipate; your HMD
                   variation is only good if the 2nd B hits; your throw option
                   after the 2nd B is only good if the 2nd B hits; your low
                   options of 6B52 is only good if the 2nd B hits; ...... Getting
                   the idea?  You really have to train yourself to see if the 2nd
                   B hit.  And if it doesn't, hit guard and pray, brush up on
                   your GI skills, or take the gamble and go for the 3rd B.
                   Again the 66BBB series is best used sparingly.  However, if you
                   get your competition to fear your HMD, then 66BB2_8 becomes
                   useable.  See also HMD below.
    
    bA - 1 horizontal slash; Medium range; hits mid; KDc
         Mitsu forcefully steps forward and swings his sword fromm left to right
         with one hand.
         i20; HS +3~6; HSck +30~33; BS -19~-16
    REDO THIS MOVE
         2.  This is a good anti-stepper tool.  It does great damage and will
             stop side steppers cold, usually.  It can be stepped, but I'm not
             going to go into it because its a bit weird and varies with the
             distance of the opponent.  Also, I've forgotten how it's stepped.
             I believe it can be side-stepped to Mitsu's left and at near its
             maximum range, it can be stepped to his right.  I think this is
             right, but I'm not sure anymore.
         3.  On CH it knocks down.
         4.  On block, expect to eat some damage.  Recovery is ugly.  This is best
             used when you expect heavy stepping to Mitsu's right.
         7.  JustKill bA is TC in the beginning animations. may not put this
    
             also do Tharon's posting on his back dash afterward
    
         7.  See also MD Throw, Mountain Divide Throw and the B-Step study.
             further below.
         8.  Quote by Vagrant
             "BTW did you know that a french player has discovered that you can 2G
              very easily after bA6 ? this basically makes him have a stape mid
              antistep to one direction, and to both directions at range."
              -Jalf- Actually a French player didn't first discover that, but I
                     can't find the posting.
    
    
    
    
    --------------
    K TYPE ATTACKS
    --------------
    
    
    K - Kick to the head, Medium range attack, Hits High
        Mitsu will strike the side of the opponent's head with a round kick.  He
        looks like he is tapping the side of the opponents face with his foot.  He
        uses his left leg.  The swing does not go very far to the right.
        i12; HS +2; BS -5
        1. This is your fastest kick attack and is great for poking, but looks oh
           so lame.  Try this combo. A_6A, K, 6K. It does decent damage is very
           fast and doesn't look lame.  With this combo I usually get the CH with
           6K after the K and the opponent is blown away.  If they start to block
           or duck after the K use 6B52.
        2. Can possibly be stepped to Mitsu's right.  Something for you to check.
           It does have a horizontal component, but I've had it stepped to the
           left by the computer AI.  I think its because of its speed and small
           horizontal component that it can get steppers.  Since it doesn't go all
           the way to the right, it can be stepped to the right also.  I really
           don't know how good it is at containing step because I use A, AA, and
           2A for anit-step at short range.  I tend to use K as a step-up for 6K.
    
    1K - Low Kick, short range attack, Hits Low, fast, fast recovery
         Mitsu squats down and sweeps his left foot forward and to his right side.
         He looks kinda silly :^) .
         i13; HS +2; BS -8
         3. Can be stepped to Mitsu's left and right, theoretically.  I don't know
            if this is considered a thrust attack or a horizontal attack.  In
            either case, I never missed with it and its never been stepped or
            evaded on me.  Again like K, this might be because of its speed and
            small horizontal component.
         2. Mitsu has only two safe low attacks.  This is one of them.  Its a
            short range low poke and could argueably be an 8WR stopper.
         5. It's not much of a move to look at unless you use it to set-up the
            following mix-ups:
    
            [1]KBB - second attack is a buffered FC 1BB
            [1]KA+B - second attack is a buffered FC 1A+B
            1K, {FC 1K}_{FC 1BB}_{1A+B}_{WS A+B}_WS AA_{WS K},
    
            Note:  I believe more people use 2A in the above mix-up because 2A
                   is faster, looks COOLER, and has a longer reach.  However, I
                   find 1K more effective because it hits low, while 2A hits sM
                   and is many times blocked.  No lie, I've never missed a 1K
                   attack (except when I was out of range, <sigh>).
    
    6K - Wheel kick to the head; short/medium range attack; Hits High; KD on CH;
         I don't know why people call it a round house kick, but oh well.  The
         correct term for this type of kick is Wheel Kick, "Remember it!".  Mitsu
         performs a Wheel kick to the oppnent's head.
         i15; H +5~6; HSck +26~27; BSg -10~-9; BSa -11~-10
         1.  This a great 8WR stopper, but it doesn't do much damage except on CH.
         2.  Knocks down and away on counter hit.  This can be a terrifing move if
             your okieme or long range tatics are really good.  I use it as a
             safe medium range poke, to stop 8WR, and blow pesky bulldogs back
             into medium range.  Be carful of the range, it only just reaches into
             medium range.
         3.  The KD this produces can Ring Out.
         4.  It's variant is 8WR2_8K.
         5.  This can be stepped to Mitsu's left at very close range.  I'm really
             not sure if this can be stepped to Mitsu's right even though the move
             starts from the right.  At just outside short range, the computer AI
             can step forward and to Mitsu's left to avoid it.  Against human
             opponents I've never had this stepped.
         6.  This is a great move to use after hits that push your opponent back.
             Usually they'll think they're safe and start to retaliate or side
             step.  I tend to use it after AA_K_3K or as retaliation after I block
             the opponent's short range attack.
         7.  If your okieme/wake-up or your rush down stratedgy sucks, you might
             want to use 4A for anti-step, instead.
    
    K6 - Forward jumping Knee; short range; Hits Mid; KDc
         Mitsu jumps forward with his left knee in front of him.
         i13??; HS +4; HSck +49; BS -9
         1   Tharon_Mortis only lists iframe data for 33K.
         2.  K6 can hit an opponent thats attack you just outside of short range.
         3.  There are 3 other versions of this move: 66K, 33_99K.  From the
             forums, 66K has the longest reach, while 33K is the fastest.
             66_33_99K can have a bit longer range.
         4.  This move looks unsafe, which is probably why many Mitsu's didn't
             use it often for a while.  But it is safe and is a great move.
         5.  If you get the CH, then 1B is guaranteed.  Practice doing the 1B
    after the KD or else you'll hit yourself over the head over how many
    times
             you missed great guaranteed damage with K6.
         6.  It's been said that it can hit a stepper going to Mitsu's left.  I
             can't confirm this, sorry.
         7.  Quote by Arvandor
             "I don't know if this has been mentioned before, and its hard to
              believe just from watching the move, but K6_66K_8wR3_9K tech
              crouches for a frame or two upon startup. Never noticed or heard of
              this untill i went under a Nighty 6A with it on accident"
         8.  Why is this a great move?  Because you'll be surprized by how many
             times you get the KD.  A KD means a 1B guaranteed hit.  That's a good
             chunk of damage.  Watch your damage rating soar!  Of course if you're
             not getting the KD or not practicing the 1B afterward, then this
             becomes only a good move.
    
    66K - Forward jumping Knee; short/medium range; Hits Mid; KDc
          Mitsu jumps forward with his left knee in front of him.
          i13??; HS +4; HSck +49; BS -9
          1   Tharon_Mortis only lists iframe data for 33K.
          2.  There are 3 other versions of this move: K6, 33_99K.  From the
              forums, 66K has the longest reach, while 33K is the fastest.
          3.  See K6 above.
    
    3K - Thrust forward kick, Medium range, Hit Medium,
         Mitsu thrusts his foot forward.  He stays in place with this move.  Its
         your basic karate type front kick.
         i14; HS +6; B -6
         1.  Pushes your opponent into your medium range.
         2.  This attack and 6B are very similar and can be used interchangeably.
             However, I use this attack over 6B when I need speed and great
             recovery.  Also it has a little less reach than 6B and does less
             damage.
         3.  I use this successfully against steppers.  It's not supposed to, but
             I guess it's fast execution speed and attack frame beat out many
             SS situations.
         4.  This is a good poke for just outside your single A attack.  Your
             best follow-up afterward is 33K.  Mix in 2KB when they're always
             blocking your 33K.
    
    4K - Thrust forward kick; Long range;Hits Mid; KD
         Mitsu will step forward thrusting his whole leg forward.  This is your
         basic Mua Thai front kick or "fireman's kick".
         i19; H k +27~29; BSg -12~-10; BSa -13~-11
         1. Always use 4KB instead of just 4K, unless your 4KB gets blocked alot.
            By just using 4K, if it gets blocked you have time while the opponent
            waits to block, GI, or SS the B attack that doesn't come.
    
    
    4KB - Thrust forward kick then downward vertical slash; Long range;
          both Hits Mid; KD, FrC
          Mitsu will step forward thrusting his whole leg forward then immediately
          come down with a vertical slash.  This is your basic Mua Thai front
          kick or "fireman's kick".
          i19; HSk +27~29; BSg -12~-10; BSa -13~-11
          2.  This does great damage and has great range and okieme afterward is
              good too.
          3.  It doesn't have an overyly bad recovery time.  But don't abuse it.
              If the first hit is blocked the B attack can be easily timed for a
              GI by experienced players.  Also, until kb2 came along, it was his
              best and very anticipated retaliation long range move.  If you're
              SSed you're in a world of hurt.
          4.  Its good to use on a grounded opponents.  The kick can whiff, but
              the B attack seems to have priority on WS attacks.
          5.  On wake use it with 2KB.
    
          Note:  Keep in mind it is one of his 10 (not including FMD A or
                 RLC A+B) long range attacks.  The others are kb_kb2, 1A_1A2,
                 22_88_66A+B, MST A+B, with kb2 now being his best long
                 range move. A+K maybe B+K also 66BBB and 11_77BAB also A+B
    
    
    2K - Leg Sweep followed by vertical slash; Hits Low then Mid; Short range;
         launchs
         i17; HSk +21; BS -29
         1.  I'm not sure what to make of the frame data for 2K and 2KB on hit.
             But on block you can see that 2K and 2KB are hazardous for your
             health.
         2.  Seems there's a lot of people who still don't know how bad of a
             disadvantage Mitsu is on block with this move.  This is probably
             because on block most people will wait for the B.  But when your
             opponents are skilled, you'll find yourself being attacked after
             a blocked 2K.
         3.  The only reason to just use 2K is because people do wait for the B.
             Just doing 2K tends to be safer to do.
         4.  If you find your opponent likes to immediately roll away after
             getting hit by 2K, buffer in 66A+B after your next 2K, its ugly.
    
    2KB - Leg Sweep followed by vertical slash; Hits Low then Mid; Short range;
          launchs
          i17; HSg -12, HSa -13; BSg -27, BSa -28
          Mitsu performs a leg sweep that launches the opponent just above the
          ground.  He then slashes upward as they fall.
          0.  This doesn't tech crouch!  It isn't a viable low attack for short
              range execpt in mix-up situtations or in situtations you know your
              opponent has been conditioned to expect a throw or BLOCK HIGH!  It
              is because of points 1-3 that 2KB is NOT ABUSABLE like it was in
              SC1.
          1.  If the K is blocked the B can be stepped or GI'ed.
          2.  All of 2KB can be stepped to Mitsu's left.
          3.  If both hits are blocked you should be ready for some retaliation
              from a very good player who knows that this move on block will
              eat serious retaliation.
          6.  Even with those above mentioned bad properties use it heavily on
              your Mid_low mix-ups.  For mix-up puposes, this is -- God's gift --
              Mitsu's primary low attack.  It is Mitsu's most damaging and feared
              low attack.  It is his only real low attack option in standard
              Mid_low mix-ups for Mitsu.  The standard mix-up is 3B_2KB.  When
              not used as in a mix-up it executes fairly fast and most average to
              good players don't know how bad a recovery it has on block.  Nor
              can most players block this on reaction.  Well, until they're used
              to it.
          8.  The first attack hits low and grounded opponents.
          9.  This can take down an opponent in Medium range if they are
              just starting to attack you or stepping forward.  You need a good
              eye and a good mind for anticipation to do this.
          10  Most players will opt to just use 2K when not doing mix-ups.  The
              recovery for 2K is not as bad and only does poke damage and many
              times you can get away with a blocked 2K.
    
          Note:  His other low hits are: FC 1A+B, FC K, 1A_1A2, 11_77A, 1K, MST K,
                 RLC K, FMD K, HMD K, 6B52_6B:3.  At their best used ranges only
                 1K and 6B52 are safe lows.  MST K is safe also, but players get
                 used to the Mist stance in general and will start to step left.
                 MST K then becomes less usable.
    
    kB - Obediance Two downward vertical slashes;
         1st attack short/Medium range, 2nd attack is long range; 1st hits Mid,
         2nd attack hits mid and grounded; 2nd KND
         Mitsu strikes vertically downward while beginning a forward flip in the
         air and then strikes vertically down again as he finishes his flip to
         come down on this feet.
         i17; HSk +29~32; BS ???
         1.  At the time of writing for kB, Tharon_Mortis took down data for BS on
             kB.  However, I do know BS is at least -11.
         2.  can surprize an opponent at short range.
         3.  The 2nd vertical slash is gauranteed if the 1st is a CH.  However,
             the 2nd attack can always be blocked, stepped, or GIed if the first
             hit is not a CH.
         4.  This move can hit opponents above Mitsu.
         5.  Tracks to Mitsu's left.
    
    
    kB2 - This is the variation of kB and looks almost exactly alike.  There are
          subtle differences.  This variation produces a KND that can RO, forces
          crouch on 2d hit, tracks to one side, and produces BS=+6~+8.
          This means that you can follow up nearly any attack after a blocked kB2
          and have it be UNINTERRUPTABLE.  33K or faster attacks are guarunteed
          to be UNINTERRUPTED by attack.  This doesn't mean you get a free hit.
          I will repeat that.  YOU DON'T GET A FREE HIT.  It means that there will
          be no attack post kB2 that will beat your 33K attack (or faster attack).
          i17; HSk +36~39 ; BS ???
          1.  At the time of writing for kB2, Tharon_Mortis took down data for BS
              on kB2.  The BS=+6 I think came from Tharon_Mortis, the BS=+8 came
              from someone else with a high reputation (I've lost the post).
              However, I do know BS is at least +4.  That's right +4.  33K is
              uninterupptable after kB2!
          2.  2nd hit does less damage than the 2nd hit of kB.
          3.  The 2 direction input can be inputted ANY time BEFORE the B attack
              animation.  What this means is that if you see the little red burst
              on your opponent (this means you hit on a counter hit) you can chose
              not to input the 2 direction and get the better kB damage.  If you
              don't see the little red burst hit the 2 direction and get your 33K
              in post block.  The implications of this are staggering because you
              can and people have done this (looking for the red burst - have to
              be really good tho).  This makes kB/kB2 a safe AND damageing move
              because your opponent has no time to know which one you used.  And
              so they won't retaliate fearing a 33K.
          4.  This move is not as broken as you think since just like any other
              vertical type move, the whole thing can be side-stepped, the first
              hit can be GIed, also after kB2, your 33K (or faster attack) can
              also be GI'ed or blocked.  DAMAGE is not guarunteed after kB2.  It
              does means Mitsu has mix-ups galore after a blocked kB2.
          5.  I won't go into the mix-ups for post kB2 because it involves so
              much and demands explanation.  I don't think I'm qualified to
              explain it.  Just think about it.  The mix-ups of course revolve
              around 33K.
          6.  The Block Stun is actually variable depending on how the opponent
              gaurds (ie, AG/RG).  FIND POSTING ON HOW AG/RG EFFECTS kB2
          7.  This move can hit opponents above Mitsu.
    
    
    --------------------------------
    DOUBLE BUTTON PRESS TYPE ATTACKS
    --------------------------------
    
    A+B - 2 Upward vertical slashes; both hit Mid; 1st at hits in medium range,
    A+BG  the second hits in long range; the 1st hit launches and the second
          can be canceled.
          Mitsu, sweeps an upward vertical arc that starts on his left and ends
          on his right.  His 2nd slash starts from his right and ends on his left.
          i22~i23; HSjr +37~40, HSjg +24~28; BSg -13~-10, BSa -14~-11
               A+BG  i22; HSjr +34~37, HSjg +21~24; HSdjr +35~37, HSdjg +22~24
                          BSg -12~-9, BSa -14~-11
          1.  This is a slower move compared to many of his other verticals.
          2.  Damage is very nice.
          3.  Opponents that side-step to Mitsu's right can be hit by the first
              slash.  Opponents that side-step to Mitsu's left can be hit by the
              second slash.
          4.  You have to side-step to Mitsu's left then you have to side-step
              to Mitsu's right to completely side-step/evade it.  Or side-step
              twice to his left.  This move tracks, so to avoid the tracking go
              with the first side-step option.
          5.  As posted by Ai_Uchi in the forums, the first few frames of A+B has
              Mitsu is in tech crouch.  That means you can use it like a GI.  Only
              instead of a GI you duck under a fast horizontal.
          6.  On CH the 2nd hit is gauranteed. otherwise the 2nd hit can always be
              guarded.
          7.  The second slash can be G-Canceled.  The mix-ups post G-Cancel would
              be a throw/fast pokes.  The the G-Cancel is not the fastest cancel
              in the world, so be quick.
          8.  As slow as it relatively seems, it is effective at medium range,
          9.  On wake this is an excellent option on grounded opponents that like
              to wait on the ground.
          10. This is also effective in post GI war since the slower animation can
              fool a GI whore and induce them to whiff a GI.
    
          Note: I can't say much about whether A+B is good to use or not because
                I much prefer using 33_99BB for medium range.  However, because of
                the speed it had in SC1 I still use it on reaction and it doesn't
                fail me and I've found that on post block you and your opponent
                are on neutral footing and spaced a medium distance away.  I tend
                to shy away from A+B because it looks so slow, but I'm coming to
                believe that it is a safe move for medium range attack.
    
    2A+B - 1 downward thrust; Hits Mid and Grounded; Short range;
           Mitsu thrusts his sword straight down in front of him.
           i20~i21; HS{1} +5~7, HS{2} +12~14; HSd +8; BS +0~2; BSr +3
           0.  This is one of Mitsu's few frame traps.
           1.  I don't understand the {1} and {2} Tharon_Mortis used for his HS,
               but I listed them both. HS{1} could be recovery against a standing
               opponent, while HS{2} could be recovery against an opponent on the
               ground.
           2.  It stays in the ground for a short moment and opponents bumping
               into it register a hit.
           3.  From the forums, 2A+B has about BS +3~4, so you can get a gaurunteed
               A_2A attack after it's blocked.  It would have to be an attack with
               an i18 or less frame speed.  Note: the BS +3~4 may only apply to
               the following combo 33_99[ B ], B, 2A+B.  The HS {2} may also refer
               to that combo.
           4.  In terms of side-stepping, this is considered a vertical attack.
           5.  While, IMHO it was ment to be used on grounded opponents, there are
               strategies for using it on standing opponents.  I haven't found
               them because they are on Japonese sites (I can't read Japanese
               <sigh>).  However, threads that mention 2A+B, say 2A+B is a viable
               attack on a standing opponent because the BS is not negative.
    
    66A+B - 1 big doward vertical slash - Pheonix Tail; long range; hits Mid and
            grounded; G-Cancelable; KD
            Mitsu while lunging forward comes from behind his back over his head
            and then comes down with this sword, leaving a red trail behind him.
            At least that's what it looks like.  He really ... while rearing back
            with his sword he lunges forward and when his sword is nearly above
            his head he spins then comes down with his sword.
            i29; HSk +36~37; BS -4~-3; BSr -2
            0.  In real life the spin can have resulted in a side stepping action
                that would have avoided vertical type attacks, depending on
                whether you spun left or right and whether or not you actually
                wished to go to one side or the the other.
            1.  Mitsu most damaging single non-stance/non-throw attack.
            2.  It's wind-up can be seen from miles away.
            3.  It will hit opponents directly above Mitsu.
            4.  Its reach will even surprize some Mitsurugi players.
            5.  You can cancel the attack with G anytime before his sword is
                directly over his head.  This leads to the standard mix-up of:
                66A+BG, 2KB_3B_throw.
                This mix-up is devastating because the G-cancel is so fast.  The
                opponent really won't know if you'll continue the devastating
                attack or go into a mix-up.  Experienced Mitsu players say you have
                enough time to see what the opponent will do before you G-Cancel.
            6.  If hit, the opponent falls where he stands.
            7.  If you hit the opponent, immediately execute 2A to make the
                opponent stand.  Hit them again before they realize they are
                standing and not laying on the ground.  Eg. 66A+B, 2A.  Unless
                they are instantly prepared, you get a mix-up after the 2A.
            8.  Suggested mix-ups: 2KB_3B_{BT FC 2A_2K}_throw
            8.  At SC3 this becomes SCUB.  G-Cancel is deadlier now because its
                harder to see because of the flames.  because it's now UB the
                opponent MUST side-step or GI.  Also, you can now introduce moves
                that have "on CH" properties into your mix-up and have the "on CH"
                property gaurunteed on hit. ie.:
    
                a.  {6A, AA}_bA_{22_88AA}_A+B_kB_4B_4A6_3A_{33_99A}_
                    {33_99_66K}_6K_B6.
                b.  B6_bA_                       CFS
                d.  {33_99A}                     CS
                e.  3A_4B                        DOS
                f.  {22_88BB}_1[B]_236[B]_4[B]   Soul Charged moves
    
                If you think your opponent will GI, make them whiff with the
                G-Cancel then do the standard 3B_2KB mix-up or chose from the
                lists in a, b, c, d, e.  If you think they'll side-step,
                G-Cancel and go for 2KB_{BT FC 2A_2K}.
            8.  You can do BT FC attacks after a 66A+B G-Cancel.  See also
                BT Study below.
            9.  This move can hit opponents above Mitsu.
    
    A+K - 1 forward thrust; Long range; hits mid; AT, RO
          Mitsu thrusts his sword forward like his 6B attack.  However, this is
          slower, has a longer range, has a slower recovery, and if A+K hits
          deep(in close-medium to short range) it impales the opponent.
          Mitsu then kicks them off his sword.
          i21; A+K; HS{1}t +28, HS{2} -7; BSd -4; BSg -20, BSa -21
          0.  HS{1}t is probably the frame advantage for the AT.  HS{2} is
              probably frame advantage for a hit that does not throw/impale.
          1.  On a "clean hit" A+K, impales and can RO.
          2.  Also, it can be used while in 8WR.Eg. 8WR, A+K comes out flawlessly.
          3.  People on the forums say the impale comes on a clean hit.  I don't
              know what that means, but from my experience if A+K hits closer
              than half-way up his sword while fully extended in front of him,
              this move will impale.
          5.  As slow as it looks A+K can be used as a long range poke.  Except
              for MST B it is his only normal long range poke.  Don't be fooled.
              It can be an effective long range poke.
          6.  On block, this attack will push opponent back toward your long range
              distance.
    
    A+K6 - This is the same as A+K, except that Mitsu will turn 180 degrees during
           the impale so that when he pushes them off his sword, Mitsu and his
           opponent have switched positions on screen.  The opponent, however is
           at Mitsu's feet, ooooo nice okieme.
           i21; HS{1} t +10; HS{2} -7; BSd -4; BSg -20; BSa -21
           1.  This does leave the opponet on the ground closer to Mistu than in
               his regular A+K.  And it does a bit more damage than A+K.
           2.  Very nice to use when your back is to the edge, since you will
               switch positions.  Keep in mind, this switch is not a true 180
               degree switch like in a 2D fighter game.
    
    B+K - 1 downward vertical slash; Long range; hit Mid. and grounded; AT, RO
          Mitsu comes behind and over this head then slashes down with his sword.
          It almost looks like his 66A+B animation.  If B+K hits in the same range
          as A+K's impale range, B+K impales also and Mitsu undergoes animation
          similiar to the A+K impale animation.
          i27~i26; HS{1}t +10, HS{2} -1; BSg -11~-9, BSa -12~-10
          1.  The impale is AT and it ROs.
          2.  This move telegraphs itself (at least I find it so).  I find it hard
              to apply in combat.  At long distance it does little damage and can
              be used as a poke.  However, A+K is better at that.
          3.  A very nice application of this is inputting B+K as an opponent is
              landing after being launched.  The hit does little damage, but once
              on the ground it will SOMETIMES impale them, ouch.  However, read
              the quotes in #4 and #5.
          4.  Quote by Jaeger
              "b+k->attack throw post launch is only garuanteed after 1a, b.. all
               other setups require an extra hit to push them high enough to make
               it land and thus can be air controlled.....
               About the b+k. No other launcher throws the opponent high enough
               for the b+k to hit in the air. ch 1b, 6b9, b+k is about the next
               best thing. If you were getting the attack throw on a launcher with
               no hit to make them go higher then they were trying to do something
               when they hit the ground."
          5.  Quote by Tharon_Mortis
              "B+K AT only occurs if opponent holds G or G+any direction
               while/shortly after being hit in the air. If they do nothing, they
               won't get eviscerated."
    
    4A+K - Horizontal Slash; medium/long range; hits High; KNDc; Auto-GI
           Mitsurugi will hold his glowing sheath horizontally before him then
           make a glowing horizontal slash.
           i24; HSg -12~-10, HSa -13~-11; BSg -22~-20, HSa -23~-21
           0.  This is the Auto-GI partner to 4B+K.
           1.  This move will GI ANY vertical slashes.  The GI occurs at the
               sheath.
           2.  The window for the GI is tight.  Somewhere around the 4th-9th
               frames of the move.  All Mitsurugi users comment that this GI is
               hard to use.
           3.  It comes out fairly fast for its reach, but it's recovery is ugly
               to the bone.  I don't used this often, but I find it best to use at
               it maximum reach.  At short range, if you don't hit or don't get
               the GI, you'd better pray.  At long range, post block, you are
               still in danger.  Even if you hit you can still be retaliated.  The
               recovery is that bad.
           4.  In the forums (by Youngworld), it was suggested that 4A+K/A6/4B+K
               should be used as combo breakers.  eg.  The 3rd hit of any string
               can be either be GIed/ducked/sidestepped/blocked/etc.  Instead try
               Mitsu's Auto-GIs.  Note, there are vids that show that Mitsu can
               also combo break the 2nd hit of a natural combo.
           5.  In the forums it has been said that Mitsu's Auto-GIs are excellent
               in post GI war or to fake out a GI whore because the glowing sheath
               looks like an attack.
           6.  This is the variant of A6.  It will GI any vertical.  See also A6.
    
    4B+K - Vertical Slash; medium/long range; hits Mid and grounded; KND; Auto-GI
           Mitsurugi will hold his glowing sheath vertically before him then make
           a glowing vertical slash.
           i31; HSk +41~43; HSdk +27~29; BSg -18~-16, BSa -19~-17
           0.  This is the Auto-GI partner to A6/4A+K.
           1.  This move will GI any horizontal slash.  The GI occurs at
               the sheath.
           2.  The window for the GI is tight.  All Mitsurugi users comment that
               this GI is, also, hard to use.  I've lost the frame data for the
               GI window, but I'll hazard a guess and say its probably around the
               4th-9th frames of the move, like 4A+K.
           3.  It comes out fairly fast, but it's recovery is ugly.  Not as bad
               as 4A+K, but still bad.  I have no recomendations to give on this
               except that players do use it.
           4.  In the forums (by Youngworld), it was suggested that 4A+K/A6/4B+K
               should be used as combo breakers.  eg.  The 3rd hit of any string
               can be either be GIed/ducked/sidestepped/blocked/etc.  Instead try
               Mitsu's Auto-GIs.
           5.  In the forums it has been said that Mitsu's Auto-GIs are excellent
               in post GI war or to fake out a GI whore because the glowing sheath
               looks like an attack.
    
    Note: The GI windows for A6_4A+K had been listed as between the 4th and 9th
          frames of the move.  However, the GI window for MST A+B is also between
          the 4th and 9th frames of its move.  I and other players have a much
          easier time getting the Auto-GI from MST A+B than getting the Auto-GI
          from A6_4A+K.  So either the Auto-GI frame window for A6_4A+K is wrong
          or people have a pyschological problem getting the auto-GI with A6_4A+K.
          Or its just too damn hard to guess when a vertical versus a horizontal
          attack is coming, unless its part of a known combo.  Hence its best use
          is as a combo breaker.
    
          I believe the GI window for 4A+K is around the 4th and 9th frames of the
          move.  What was said above for 4A+K pretty much applies to 4B+K also.
    
    -------------
    SPECIAL MOVES
    -------------
    236 - Crouch Dash = CD
          Mitsu will crouch down and dash forward.
          1.  During the whole animation Mitsu is tech crouched.  This mean all
              horizontal high attacks will wiff on him.
          2.  This move is safer than just tapping 6 to move forward.  This should
              be the prefered method of forward movement over a simple 66 or 6
              forward movement.
          3.  236B will have Mitsu come................
          4.  During CD you can buffer any move.  The most preferable ones are
              the FC moves................
          5.  Other preferred moves are 8WR and WS moves.
          6.  Normal moves can be accessed but require RCC.
    
    TALK ABOUT THE WAVE OR SNAKE STEP
    PUT CD STUDY, MORON!!
    **************************   DOES IT HAVE RC?   *****************************
    
    236B
    236A
    
    ----------------------
    FULLY CROUCHED ATTACKS
    ----------------------
    
    FC 1_2_3K - Except for the frame data, this is the same as 1K;
                hits low and grounded; TC??; RC
                i13; HS +1; BS -9
                1.  See also 1K
                2.  iFC 2_3K = ???.  This data doesn't really matter
                    because 1K = i12.  So you'd never use iFC 2_3K.
    
    
    FC 1_2_3A - Except for the frame data, this is the same as 2A; hits sM;
                TC??; RC
                i12; HS +7; B -3
                iFC 1_3A = i18  Again, why use iFC 1_3A when 2A is faster and does
                the same thing.
                1.  See also 2A
                2.  With the HS at +7, learn RCC so you can add 2KB_3B mix-ups
                    after this move.  Very sweet.
                3.  One useful application of this (stated by Mitsurugi-san) is
                    CD, FC 2A.
                4.  Sorry I can't say much on this move.  HS for this move wasn't
                    known until Tharon_Mortis put up frame data.  It was largely
                    ignored.
    
    FC 3B - Sword Thrust; Medium/Long range; hits mid; FSc??
            Mitsu rises on one knee and with his sword blade facing up, thrusts
            his sword point straight ahead.
            i16; HS +0~2; BS -10~-8
            iFC 3B=i22
            1.  Ever hated someone rolling away or back dashing away from your
                beuatiful FC position?  This will make them eat sword steel.
    
    FC 2B - 1 vertical upward slash; medium range; hits mid and grounded; RC??
            Mitsu, while in a genuflected position makes an upward vertical slash
            i15 ; HS +0; BS -10
            iFC 2B = i21
            1.  I almost always use this after 1A2.  I used to use it alot after
                2A_1K, but FC 1BB does so much more damage.  Pretty much anytime
                you could do FC 2B, FC 1B will be better.
            2.  Pros and cons for this versus FC 1BB:
                     Pros: faster and safer
                     cons: less damage
    
    FC 1B  - Upward vertical slash then downward vertical stab; Medium/long range;
             hits Mid and Grounded;
             From a crouch Mitsu rises with his sword upsidedown and swings it up
             with one hand vertically.
             i16; HSjr +33~34; HSjg +20~21; HSdjr +34~35, HSdjg +21~22; BS -10~-9
             iFC 1B = i22
             1.  If the first attack of FC 1BB is blocked/side stepped the second
                 attack can be side stepped or GIed easily.  Well not easily, but
                 because this move is so powerful after the 2nd attack, good
                 players make it a point to be able to avoid that 2nd attack.  So
                 just like in the case of 2KB many Mitsu players sometimes only do
                 FC 1B.
    
    
    FC 1BB - Upward vertical slash then downward vertical stab; Medium/long range;
             hits Mid and Grounded; GC on 2nd attack
             From a crouch Mitsu rises with his sword upsidedown and swings it up
             with one hand vertically then with both hands plunges his upside down
             sword into the ground and into the opponent.
             i16; HSk +20~22; HSdk +21~22; BS +29~30; BSr +31~32
             iFC 1B=i22
    
             FC 1B&B = G k +15 - I don't know what Tharon_Mortis is decribing
             here, but I'm listing it in case you figure it out.  G = Grounded
             I'm guessing there's two types of HS one that hits on the ground
             and one that hits when the opponent is standing.
    
             1.  On a "clean hit" the first attack launches.
             2.  About 95% of the time, the 2nd attack can't be avoided if the 1st
                 attack launches.  For all practical purposes, the 2nd attack
                 cannot be avoided.  The opponent will either get hit or get GCed.
             3.  The second attack Gaurd-crushes if they 4G on the ground.
             4.  If Mitsu gets the Gaurd-crush, 66A+B is gaurunteed.  Only a GI
                 can save them from the 66A+B.
             5.  One of Mitsu's most feared moves because it comes from crouch,
                 its fast, its easy to impliment, can do GREAT damage, and leads
                 into his most feared cancel mix-up; {66A+B}_{66A+BG}
                 The reason it is feared is because the mix-up is gauranteed if
                 Mitsu hits with the GC.  If the hits with the GC an immediate
                 66A+B is gauranteed to hit!  The only thing that will save the
                 opponent is a GI.  Its a mix-up within a mix-up.  First is the
                 G-cancel mix-up.  Then comes the anything goes mix-up.  The
                 standard mix-up being 3B_2KB, which leads to Mitsu's powerful
                 okieme game.  Opponent brain: "hmmm, should I GI and possibly
                 whiff and get hit with something that puts me on the ground at
                 Mitsu's feet or not GI and possibly get hit with an incredibly
                 painful 66A+B."
             6.  Its been said that some players will chose to get hit by the 2nd
                 attack rather than face the 66A+B_66A+BG mix-up.
                 See the Mix-up Section below and or see 66A+B.
             7.  Two simple ways to lead into this move are 2A and 1K.
                 2A, 1BB - 2A is faster
                 [1]KBB - 1K hits low
                    .... you decide which is better.  The simplest way is
                    anticipating a high attack or a throw and then ducking with
                    iFC 1BB.
             8.  Quote by unknown
                 "if you land fc1bb on an opponent ANYWHERE on the screen, after
                  theyre guard crushed, do 66a+B, if they dont gi, they get hit,
                  and you do a 2a that combos after, and a free mix up . if they
                  try to gi the 66a+b, you g cancel it at the last second and get
                  anything you want while theyre stuck in the gi animation."
    
                  -Jalf- The free mix-up after 2A comes because the 2A causes them
                  to instantly stand.  Unless they are "instantly" prepared, you
                  again have a 3B_2KB mix-up.
    
             9.  This move in conjunction with 66A+B is probably Mitsu's most
                 devastating attack.  Just knowing this move is ready and waiting
                 discourages opponents from using horizontal attacks or throws.
    
    FC 1A+B - Horizontal low slash; Medium range; hits low and grounded; KND
             Mitsu crouches down then sweeps forward with his sword.
             i29; HSk +32~33; BSg -15~-14, BSa -16~-15
             iFC 1A+B=i34
             1.  Knocks down on hit.
             2.  It can be side-stepped to Mitsu's left.  And in certain
                 situations to the right as well.
             3.  This is best used in mix-ups after a CD, FC mix-ups, as a TC, or
                 from its maximum range.
    
    
    
    ----------------------
    WHILE STANDING ATTACKS
    ----------------------
    
    WS K - KDc??
           i12; HS +5~7; BS -7~-5
           1.  I mostly use this after I get knocked down.  It very good to
               disrupt the opponent's okieme.
    
    
    WS AA series
    WS A -  1 horizontal slash; short range; hits mid; OSc
            i17; HS +1; BS -8
            iWS A = i23
            1.  About all I can say is that this is a pretty good WS attack.
            2.  NEED TO SAY MORE.
    
    WS AA - 2 horizontal slashes; short range; hits mid then high;
            1st-OSc, 2nd OSc
            i17; HS +6~7; BS -3~-2
            iWS AA = i23
            1.  I usually use this or WS K after I'm knocked down.
            2.  Except for the first A that hits mid and the frame data, this move
                is exactly the same as 22_88AA.  See also 8WR2_8AA below.
    
    WS AA series - This is pretty much the same as the 8WRAA series except that
                   you don't have the MST stance shift.  However, unlike 22_88AA
                   WS AA only goes in one direction.  It goes to Mitsu's right.
                   This whole series may be steppable to Mitsu's left.
                   By all indications the second A should whiff someone stepping
                   to Mitsu's left, but I've never tested it so I'm not sure.
                   However, I'm fairly sure that the second A of will interuppt
                   anyone trying to attack after a side-step.
    
    WS A+B - Looks the same as 1B
             i22; HSjr +38~39, HSjg +25~26; HSdjr +39~40, HSdjg +26~27
                  HScjr +43~44, HScjg +30~31; BSg -12~-11, BSa -13~-12
             iWS A+B = i28
             1.  Great damage and launches, but why do it when you can do FC 1BB
                 instead.  (KEEP THIS AS A MAYBE, Why? FC1B goes right to left
                 and WS A+B goes left to right, I think.)
    
    WS B -
           i15; HS +7; BS -4
           iWS B = i21
           1.  Sorry, I don't know what to say on this one.  I never knew it even
               existed.
    
    --------------------------
    WJ (While Jumping) ATTACKS
    --------------------------
    
    7_8_9A -  Jumping horizontal attack; range ??; hits ??; OB
    WJ A      Mitsu jumps up, spins a bit in the air, and comes out with a
              horizontal slash.
              i25; HS +8~9; BS -3~-2
              1.  This is a punishing move for jumping over low attacks.  Another
                  use for this move is to use it post-GI because its a hard move
                  to re-GI.
              2.  Quote unknown
                  "Jumping A works great because the opponent ends in BT after a
                   regular hit, just like in SC. I didn't work with this much, so
                   I don't know if you can cancel into 8WR at all, but you can
                   throw out of it, so if the opponent stands there it's very easy
                   to achieve side throws."
              3.  Suggested mix-ups after 9A by Tharon_Mortis, and Youngworld
                  2KB_3B_{6A+B~gA_gB}_4A6__33K_{bA MD throw}_236B_236[B]_4KB_33BB
                  a.  the {6A+B~gA_gB}_4A6 options get you the sidethrows talked
                      about under 4A6.  In this case you get back throws instead
                      of side throws.  See also 4A6.
                  b.  236B_236[B]_4KB_33BB are options for getting a backdasher?
                  c.  2KB_3B is of course the standard Mid/low mix-up
    
                  Youngworld's advise is that the 2KB_3B mix-up is most practical
                  Tharon_Mortis's advise is to do what's remaining in the above
                  mix-up because the 3B_2KB mix-up can be stepped to Mitsu's left
                  or back dashed against and sometimes 2KB can be out of range
    
    
    
    7_8_9B -  Jumping vertical slash; medium range?; hits mid, hits grounded?;
    WJ B      KD,FrC
              Mitsu jumps up
              i24; HS +3~4; BS -7~-6
              1.  There are some strats for this, but I can't find them.
    
    7_8_9K -  Jumping kick; range short; hits mid;
    WJ K      i21; HS +3~4; BS -10~-9
              1.  Someone in the forums said, "The koreans make it look broken."
                  If you look at some of the korean vids for Mitsu, they make
                  WJ K look simple, fun, and easy to do.  However, it is harder
                  than it seems.
    
    [G]7_8_9A+B - Jumping Cartwheel; mediem range?; hits mid and grounded;
    WJ A+B        SCUB,KD,FrC
                  Mitsu flips high in a feat that would make him King of the
                  Olympics of the Standing High Jump competitioin for the next
                  Millenium.  He then comes down slashing straight down with his
                  sword.
                  i56; HSk +37~39; BS -5~-3
                  1.  At SC-3 this is SCUB.
                  2.  I can't say much about this because I never saw much use to
                      it.  However, see BT Study below and read about Youngworld
                      use of it for terrain control.
    
    
    WJ attacks - The WJ attacks have there place in your attack arsenal, don't
                 ignore them. Why?
                 1.  Because they jump over lows.
                 2.  Also attacks that hit you in the air only do 70% of their
                     regular damage.
                 3.  The jumping attacks can also be part of a good mix-up for
                     getting up off the ground after you have been knocked down.
                 4.  Jumping in the 7 direction is both a retreat and an attack
                     at the same time and jumping is faster than back dashing.
                 5.  Back jumping is faster than back dashing.  This was said by a
                     reputable source, but I'm not sure if that means that the
                     back jumping goes back faster than back dashing or that back
                     jumping occurs a few frames before back dashing.
                 6.  Its a bit hard to GI these attacks.  So its good in GI war.
    
    
    --------------------------
    WL (While Landing) attacks
    --------------------------
    7_8_9+G, K - ??; ??; ??; ??
    WL K         i34; HS +7; BS -3
                 1.  ??
    
    7_8_9+G, A - ??; ??; hits low; KD
    WL A         i40; HS +0~3; BS -10~-7
                 1.  There are strats out there for this move, but I can no longer
                     find them.
    
    7_8_9+G, B - ??; ??; hits mid, hits grounded??; FrC, FC??, RC??
    WL B         i40; HSk +35~37; HSdk +36~37; BS -7~-5
                 1.  There are some very good strats out there for this, but I
                     can't find them.
    
    WL attacks - The WL attacks have there place in your attack arsenal, don't
                 ignore them. Why?
                 1.  Because they jump over lows.
                 2.  WL B gives immense frame advantage on hit.
                 3.  WL A is a low attack.  So if the opponent is used to your
                     WJ attacks WL A will get them.
                 4.  Also attacks that hit you in the air only do 70% of their
                     regular damage.
                 5.  The jumping attacks can also be part of a good mix-up for
                     getting up off the ground after you have been knocked down.
                 6.  Jumping in the 7 direction is both a retreat and an attack
                     at the same time
                 7.  Back jumping is faster than back dashing.  This was said by a
                     reputable source, but I'm not sure if that means that the
                     back jumping goes back faster than back dashing or that back
                     jumping occurs a few frames before back dashing.
                 8.  Its a bit hard to GI these attacks.  So its good in GI war.
    
    ------------
    WALL ATTACKS
    ------------
    By holding G when you touch the wall during a back jump will jump Mitsu off
    the wall.  Press an attack button and you get a wall attack.  I don't know if
    there are two types of wall attacks like there are two types of jumping
    attacks (WJ/WL), so I'll be general.  Also, there's no frame data for these
    attacks.
    
    WALL A - This is like WL A
    WALL B - This is like WL B
    WALL K - This is like WL K
    WALL A+B - This is like [G]9A+B.  This is SCUB at SC-3
    
    
    --------------------------------------
    8WR (11_22_33_44_55_66_77_88_99) MOVES
    --------------------------------------
    The fastest way to enter 8WR is to double tap a direction.  To run forward
    tap the 6 direction twice, quickly.  To run to the side input 22_88. Ect....
    After you enter 8WR Mitsu will stay in 8WR until Mitsu stops moving.  Because
    of this, the following is true.
    
      17896AA = 8896AA = 66AA = 8WRAA
      874123BB = 663BB = 33_99B = 8WR3_9BB
    
      It has been said that some players can hear joy stick movement.  Ya, sounds
      freaky, but at the highest level of play ... sometimes you never know.
      Anyway sometimes its easier to roll the joystick instead of double tapping
      it.
    
      However, remember that
    
      236_23 = CD
      6321a = HMD
      6321b = FMD
    
      So be aware of how you roll your inputs.
    
    A-type
    ------
    8WR6AA            Same as 66AA.  See 66AA
    
    8WR1_7A           1 horizontal slash; Medium range; hits low; TC, RC
                      Mitsu moves a bit to the side and back then kneels down
                      and does a low horizontal slash that goes from his right to
                      his left.
                      i31~i32; HSk +32~33; BSg -12~-10, BSa -11~-9
                      1.  It's recovery isn't at short range.  At your medium
                          range its not unsafe and you can block just about all
                          retaliation.
                      2.  Its steppable to his right.  It can be stepped to his
                          his left, also, because Mitsu doesn't swing his sword
                          completely to his left.
                      3.  This seems to have TC only toward the end of the move's
                          execution.  This means you'll only go under horizontals
                          if the horizontal is slow enough.  This is mainly for
                          TCing under long/medium range horizontals.
                      4.  Best used as a surprize low, as part of a mix-up that
                          needs less recognized options, or against a stepper that
                          consistantly steps to your left.  But, basically, don't
                          use it much except where its unavoidable (ducking a
                          high, hitting a side-stepper, etc.) because its easily
                          recognizable.
                      5.  Though its slow; it side-steps, ducks, and hits low.  Its
                          not a move to ignore.
    
    22_88AA (Scythe) series
    -----------------------
    8WR2_8A           Scythe - 1 horizontal slash; short range; hits high; OSc
                      Mitsu spins while slashing horizontally.
                      i16; HS +3~4; HSc +3~4; BS -10~-9
                      1.  Get a feeling for the range of this move, its relatively
                          slow for its hit range.  Use it near its max range.
                      2.  All attacks after 22_88A seemlessly execute as if it
                          were a natural combo.
                      3.  Mix-ups I tend to use after 22_88A are:
                            2nd A of 22_88AA - make them turtle.
                            2KB_throw - break the turtle
                            3B_33K_6B_{33_99BB} - anti-duck
                            6K_4A - anti-step, also because the 2nd A of the
                                    scythe is many times out of range.
                          Don't stop the mix-ups there though, there's a whole
                          thread devoted to 22_88AA in the Soul Calibur forums.
                      4.  One frustrating thing about using this move as an attack
                          after you side step is that sometimes you whiff over
                          their head.  If you see the whiff, follow up with the
                          second attack of the scythe combo.  This happens because
                          of the way the evade system was created for Soul
                          Calibur.
                      5.  This is a good anti-step tool.  However, AA and 2A are
                          still better at anti-step at 22_88AA's range.
    
    8WR2_8AA          Scythe - 2 horizontal slashes; short range; both hits high;
                      1st-OSc, 2nd OSc
                      Mitsu spins twice while slashing horizontally.
                      i16; HS +2~3; BSg -11~-10, BSa -11~-10
                      1.  Should be used at Mitsu's outer short range.
                      2.  Good anti-step tool.
                      3.  On CH with 1st hit the opponent is sideturned.  On CH
                          with 2nd hit the opponent is sideturned.  If both hits
                          are CH the opponent can be backturned.
    
    8WR2_8AA6         Scythe - This is the same as 8WR2_8AA except that Mitsu
                      shifts to Mist afterward.
                      i16; HS +13~14; B +0~1
                          i17 = MST g(A_B)
                          i20 = MST (A_B)+G
                          i29 = MST ~G
                          i35 = MST ~G~A
                      1.  See also 8wr2_8AA.
                      2.  Can get the same situation as the 4A6 side throws.
                          Except now you might get a backthrow instead. See also
                          4A6.
                      3.  On hit:
                          a. MST A is gauranteed, if its in range
                          b. MST B = i6, uninteruptable and hard to step
                          c. MST K = i6, uninteruptable and hard to step
                          d. MST A+B Auto-GI window can catch any High/Mid
                             attacks.  But you have to wait a bit, so its a bit
                             tricky.
                      4.  On block:
                          a. MST A is i12~i11, still fast
                          b. MST B_K = i19
                          c. MST K will duck any high retaliation
                          d. MST A+B Auto-GI has a near perfect window to catch
                             any High/Mid attacks.
                      5.  See also Mist further below.
    
    Scythe series - Though AA, 2A, 6A, 4A are still your best anti-step tools, the
                    Scythe series has both anti-step and mix-ups built into it.
                    The mix-ups with the second attack reach to the sky.  This is
                    a move you should incorporate into your stratedgies.
                    22_88A,2KB6->MST B6_K is especially sweet to see and awesome
                    to behold.
    
    8WR3_9A           1 Horizontal slash; medium range; hits mid; DOSc
                      Mitsu does a powerful looking horizontal slash.
                      i23~i22; HS +2~3; HScs +29~30; HScsb -1~+0; BS -9~-8
                      1. I've always thought this move sucked ass.
                      2. But the frame data shows its not bad at Mitsu's medium
                         range.
    
    B-TYPE
    ------
    8WR6BBB           Same as 66BBB.  See also 66BBB
    
    8WR4BB            Same as 44BB.  See also 44BB
                      1.  Tharon_Mortis lists 3 sets of frame data for this move.
                          I don't understand what the numbers stand for.  Since
                          those numbers........
                          AHHHHH CRAP, PM Tharon_Mortis!!!!!!!!!!!!
                      2.  Except for the frame data, just see 44BB
    
    8WR3_9BB          Heavenly Dance
    8WR3_9B*B         2 vertical slashes; 1st-medium range, 2nd long range;
    8WR3_9BBG         hits mid and grounded; 1st launches, 2nd hit delayable,
                      2nd G-cancelable
                      In a very dance like motion Mitsu steps forward and a bit to
                      the side while swinging his sword in an upward vertical arc
                      that swings from right to left.  At the apex of that swing
                      he spins his body then makes a jumping upward vertical
                      slash.  Again going from right to left.
                      i19;
                        ~B no delay
                        HSjr +27~29, HSjg +14~16; HSdjr +28~29, HSdjg +15~16
                        BSg -19~-17, BSa -20~-18
    
                        *B{1}
                        HSjr +33~35, HSjg +20~22; HSdjr +34~35, HSdjg +21~22
                        BSg -19~-17, BSa -20~-18
    
                        *B{2}
                        HSjr +33~35, HSjg +20~22; HSdjr +34~35, HSdjg +21~22
                        BSg -19~-17, BSa -20~-18
                      1.  The 2nd attack has 2 delays.  I think the maximum delay
                          is about 1/2 a second.
                      2.  This is Mitsu's best 8WR attack.
                      3.  This is your second best anti-step vertical.  It tracks
                          best to Mitsu's left.  You'll hear on the forums how
                          great its tracking is, but though it can get a stepper,
                          especially one that steps to Mitsu's left its still a
                          vertical type attack.  Also if you input the B at the
                          fastest possible momemt after being in 8WR3_9
                          (eg. 33_99BB) you don't track as well as you would if
                          you allowed Mitsu to start running in 8WR3_9.
                      4.  This move is newbie friendly. :^)
                      5.  By canceling the 2nd attack you have access to Mitsu's
                          BT attacks.  See also the BT Study further below.
    
    8WR3bA            Heavenly Dance cancel to Relic.
    
    {8WR2_8B}_{8WR2_8BB}
                      Hell Flash - 1 vertical slash; medium range; hits mid and
                      grounded; Frc, SC attack, 2nd BN
                      i21; HSk +30~31; BSg -11~-10, BSa -12~-11; BSr -10
                           88B BSr=-11~-10
                      1.  This is a very nice 8WR move.
                      2.  Great damage and puts them on the ground.
                      3.  It doesn't have a terribly good recovery so use it
                          mainly in your side-stepping game or at medium distance.
                      4.  The first hit forces the opponent to crouch.  This is
                          good to know since many characters don't have good FC
                          attacks.  I don't think there's a way to capitolize on
                          it, though.
                      5.  At SC 2 it hits twice with the following input 8WR2_8BB.
                          The second attack is a bounce stun.  There aren't any
                          gauranteed follow-ups after the bounce.
    
    8WR1_7BAB (Blunt Flames) series
    -------------------------------
    8WR1_7BAB         1 upward vertical slash, 1 horizontal slash,
                      1 downward vertical slash; Medium/long range; TC, KD, FrC
                      3rd hit G-Cancelable
                      Mitsu does what looks like a very fast 1B, then does what
                      looks like a very fast short range 4A, then winds up and
                      does what looks like a very powerful 2B (or looks more like
                      a very powerful version of BT B}
                      i18; HSk +31~32; BSg -11~-10; BSa -12~-11; BSr -10
                      1.  The first B attack is TC so this move can be used at
                          short range in anticipation of horizontals.  It a very
                          good TC type attack.
                      2.  This is another of Mitsu's G_Cancel moves
                      3.  Its not recommended to do the last B in the attack
                          unless you also use the G-Cancel and mix in
                          {BT FC 2A_2K}.  The last B in Blunt Flames can be
                          blocked/avoided whether or not the first 2 attacks hit.
                          However, on hit the last B will break all damaging
                          horizontals double hit with many of the faster
                          horizontals and only gets interupted by the fastest
                          small damage pokes.  On block the 3rd B can be
                          interupted by good pokes.
                      4.  The last attack can be G canceled.  See 8WR1_7BABG
                          below.
                      5.  The last attack can be "canceled" with a stance shift to
                          Mist.  See 8WR1_7BA6 below.
    
    8WR1_7BABG        1 upward vert, 1 zontal slash; medium range; TC, G-Cancel
                      This is the first two attacks of Mitsu's Blunt Flames and
                      the beginning animation for the 3rd attack of the series.
                      i18; HSg -12, HSa -13; BSg -24, BSa -25
                      1.  The cancel allows Mitsu to seemlessly execute any move
                          in place of the 3rd B.
                      2.  This cancel allow Mitsu access to his BT attacks.  See
                          BT Study below.
                      3.  The best attacks to do after the cancel are probably
                          BT FC {2A_2K}.  2KB is too slow and doesn't TC.
                          Anything else will just get blocked.  Be mindfull of the
                          BS.  If the 2nd attack of the series is blocked, Mitsu
                          will take free hits if he continues.
    
    8WR1_7BA6         1 upward vert, 1 zontal slash, MST stance; medium range;
                      TC, stance shift
                      This is the first two attacks of Mitsu's Blunt Flames.  He
                      then shifts into Mist.
                      i18; HS +5; BS -7
                        i15 = MST (A_B)+G
                        i17 = MST g(A_B)
                        i24 = MST ~G
                        i30 = MST ~G~A
                      1.  On hit:
                          a.  MST A is uninteruptable
                          b.  MST B_K is i14
                          c.  MST K will go under any horizontal
                          d.  MST A+B Auto-GI will GI Highs and mids after waiting
                              a few frames.
                      2.  On block:
                          a.  MST A_B_K become unusable.
                          b.  MST A+B Auto-GI has a near perfect window to GI
                              all feared retaliation. Except against Taki.
                      3.  If you're good at getting the Auto-GI of MST A+B and
                          your opponent has problems stepping your Mist stance,
                          11_77BA6 is both safe and damaging.  However, one
                          weakness with the Auto-GI is that it allows opponents
                          a cue to practice a re-GI from the GI of MST A+B.  With
                          enough practice a good player can consistantly re-GI
                          MST A+B.  See also Mist below.
    
    8WR1_7BA          1 upward vert, 1 zontal slash; medium range; TC
                      This is the first two attacks of Mitsu's Blunt Flames.
                      i18; H +0; BSg -11, BSa -12
                      1.  This is your 2nd safest Blunt Flames option.
                      2.  Damage is ok.
    
    8WR1_7B           1 upward vert, Medium range; TC
                      This is just the first attack of Blunt Flames.
                      i18; HS +0~1; BSg -10~-9, BSa -11~-10
                      1.  This is your safest Blunt Flames option.
                      2.  Nuff said.
    
    8WR1_7BAB (Blunt Flames) series - This is potentially one of Mitsu's most
                      damaging moves.  But here are the flaws.
    
                      If the first hit is blocked the 2nd hit can be ducked with
                      2G by skilled players.  If its ducked, Mitsu can expect
                      serious damage.
    
                      Secondly, options for a 3rd hit in the series is dependant
                      on whether the 2nd attack hit.  If it got blocked your 3rd
                      attack whether its the last B in the combo, a G cancel
                      attack, or a Mist attack can be interupted by the fastest
                      pokes.  You have to train yourself to see if the 2nd attack
                      hit.  If you don't, you have to worry about whether your
                      opponent will attack or not.  It all becomes iffy for the
                      3rd attack depending on whether or not the 2nd attack hit.
                      Unless you've given them a good dose of fear from the last B
                      of the combo or make them fear the Auto-GI of MST A+B,
                      mixing up the 3rd attack becomes almost as much a mind game
                      for you as it is for your opponent.  In general, the safest
                      most damaging option is to stop at the 2nd attack of the
                      series.  But if you're good at reading your opponent and have
                      good Mist skills, go for the mix-ups inherent in the 3rd
                      attack.  Its delicious.
    
                      Thoughts to remember:  Testing by WerD and Silent showed
                      that if the 2nd hit of 11_77BA6 is blocked {MST A+B} will be
                      able to GI nearly all immediate retaliation.  This is what
                      makes 11_77BA6 safe and damaging.  But MST has its own flaws.
                      The {MST A+B} can be re-GIed.  And nearly all of MST options
                      can be side-stepped by a good stepper.  There is debate as
                      to what exactly NEARLY means for MST A+B.  However, against
                      Taki it was agreed, she will pwns 11_77BA6. So be wary and
                      mix up your options between them all.
                      {11_77B}_{11_77BA}_{11_77BAB}_{11_77BAG}_{11_77BA6}
    
                      Most notably {{11_77BAB_{G:BT 2A_2K}}_{11_77BA6-> MST A+B}.
                      The {MST A+B} makes them fear immediately retaliating on
                      block.  The BT attacks keep them in fear of immediately side
                      stepping you and covers turtles.  But its still a bit of a
                      gamble since {MST A+B} can be side stepped during its attack
                      animation.  If you're not good at 2G block during {MST A+B},
                      you can get raped.  If you are good at the 2G block, you
                      might be indestructable.
    
    8WR3_9_6K         Knee.  Mitsu does the same as for K6_66K.  See also K6
    8WR3K             i13; HS +7; HSck +52; BS -6
    8WR3_9K           i13??; HS +4; HSck +49; BS -9
                      1.  This is pretty much the same as K6_66K, except 33K
                          executes the fastest while 66K has the longest reach.
                          See also K6.
    
    8WR2_8K           The is the same as 6K.  However, 22K may be faster.
                      i15; HS +7~8; HSck +29~30; BS -3~-2
                      1.  See Also 6K.
    
    8WR1_4_7KB        1.  This is the same as 4KB.
    
    8WR6[ K ]???      Slide (supposed to be, but I usually get a knee, go figure)
                      Mitsu runs then slides feet first into the opponent's feet.
                      This is much like a soccer slide tackle that a referee calls
                      foul.
                      1.  I have problems getting this move because the inputs are
                          similar to the knee (66K).  So you figure it out.
    
    8WR(any except 4)A+B
                      1. Pheonix Tail - This is the same as 66A+B.  However,
                         8WR2_8_9_3A+B have a better chance of hitting a
                         side-stepper because you may step to the same side the
                         stepper does.  Also, when doing a G-Cancel
                         8WR2_8_9_3A+B, G gives faster access to the corresponding
                         8WR2_8_9_3 attack.  ie.
                           a. 2[ 2 ]A+B, G, 2B = Pheonix Tail, Hell Flash
                           b. 6[ 6 ]A+B, G, 2B = Pheonix Tail, Hell Flash
                              The Hell Flash in a. comes out faster.
                      2. See also 66A+B
    
    8WR4A+B           This is Relic.  See Relic below
    
    8WRA+K            This is the same as A+K.  This is not an 8WR attack, but can
                      be done while in 8WR.  This is a sweet move to do.
    
    8WR2_8B+K         This is Half Moon Death
    
    8WR3_6_9B+K       This is Full Moon Death
    
    
    -------------------
    BACK TURNED ATTACKS
    -------------------
    Note: At this time the iframes for the BT moves are either unknown or unsure.
          But they are most assuredly fast.  Possibly as fast or faster than i10.
    
    BT K - 1 kick; short range; hits high??;
           This looks a bit like Mitsu's 6K
           i??; HS +9~10; BS -6~-5
           1.  BT move with best frame advantage on hit.
    
    BT B - 1 downward vertical; medium range; hits mid, hits ground??
           This looks exactly like the 3rd B in 11_77BAB
           i??; HS +8; BS -2
           1.  This is your mid option.
    
    BT A - 1 horizontal slash; short range; hits mid??
           i??; HS +7~8; BS -1~0
           1.  Your anti-step option
    
    BT 1_2_3K - 1 low kick; short range; hits low and grounded; TC
                i??; HS +4~6; BS -6~-4
                1.  This is my favorite because it hits low and grounded and is TC
    
    BT 1_2_3A - 1 low horizontal slash; short range; hits low; TC??
                i??; HS +5~6; BS -6~-5
                1.  Has a bit better frame advantage on hit, but I'm not sure if
                    its TC.  It doesn't hit grounded <sigh>.
    
    BT 1_2_3B - 1 low upward slash; medium range; hits mid, hits grounded??; TC??
                i??: HS +8~9; BS -2~-1
                1.  Looks a bit like the regular FC 2B.
    
    Whenever you find yourself unintentionally in BT do 2A or 2K for your safety.
    See also the BT study, just below.
    
    
    ----------------------------------------------------
    BT STUDY as gleaned from
    Youngworld's Original BT FC: The Hidden Move Study
    BT from Cancels : founder Youngworld
    BT from aB and Relic : founder Tharon_Mortis
    BT from being grounded : founder kilikAbeast
    ----------------------------------------------------
    
    See the frame data under BT Moves above.  Those frames are nice and scream to
    be used.
    
    As of the writing of this FAQ there are 5 known ways to consistantly enter a
    BT, Back Turned state to access the BT Hidden Moves.  There are 2 other ways
    under certain conditions that you will enter a BT state.  I will list the 3
    consistant (or easy ways) first.
    
    A.  Simple easy way to be in BT.
      1.  From Cancels
          a.  Getting the BT Hiddens from the following cancels is dependant on
              your quick timing of inputting the attack command after the cancel.
              I can't give a description of when to do it.  But, here's a hint,
              practice getting BT 2B because 2B and BT 2B are visually different.
              That way you'll know whether you're getting the BT state after the
              cancel.  The cancels this is possible with are
              66A+BG_{33_99BBG}_{11_77BABG}
          b.  33_99BBG: BT A_2A_K_2K_B_2B
              (1. )  You can combo BT 2A_2K_2B after the 33_99BBG launch.
                (a. ) 2A_2K - Seems guaranteed though not tested. (Youngworld)
                (b. ) 2A_2B - misses if AC'd to Mitsu's left. (Youngworld)
                (c. ) 2A    - WRB (Youngworld) ?????????? don't know????????
          c.  11_77BAG: BT A_2A_K_2K_B_2B
          d.  66A+BG: BT A_2A_K_2K_B_2B
          e.  BT 2A_2K_2B are really BT {1_2_3}A_{1_2_3}B_{1_2_3}K
          f.  BT 2K hits ground
      2.  By being knocked down with Mitsu's face down and with his feet toward
          the opponent.  All attacks from that position will be done from a BT
          state.  When you get knocked down always try to be face down and feet
          toward.  It makes a difference.
      3.  {9G,A+B}_8WR9G,A+B Jumping Cartwheel
          Quote by Youngworld
          In addition to the 66A+B set up 2H mentioned, the Jumping Cartwheel
          9GA+B should also be mentioned. The 8Way Run entry into this move is
          99GA+B. With BT FC, the JC has become imo, significantly more important.
          We tend to want to see the benefits of this move offensively and because
          of it's properties, deem it ineffective. I.e., low damage, too easily
          stepped, low risk vs. reward. If we view the move for the reason it was
          created, terrain control, we can implement it to it's best use.
    
          If your back is to the wall, ready for a splat, JC gets you out. If your
          back is to the ring edge, JC flips the script so that your opponent has
          to deal with MItsu's RO potential. Having fun with BT FC, I found that
          throws land uncommonly quick after a Hidden move. So good that on block,
          the chance of throw is above average, on hit, throw is likely, and on
          CH, throw is guaranteed except if your throw attempt is GI'd. Of course,
          this is preliminary but I'm guessing that when the attack data is
          released (and it's coming very, very shortly. Mitsu's the final
          character to be finished), this should be corroborated.
    
          --Aside--
          Oh yah, that attack data came SOOOOOOOOO fast and Mitsu HAD to be done
          last. ROTL
          --End Aside--
    
    B.  The Not so simple ways: aB and Relic
      1.  bA - Notation - on hit bA, [2_8_4], BT {attack}
        a. Conditions
           (1. )  bA hits an opponent going to Mitsu's left.
           (2. )  You, Mitsu, must input [2_8_4]
        c. Can dash once while in BT by tapping 6.
        b. A set-up to induce stepping to Mitsu's left.  Of course good players
           will step to Mitsu's left anyway.  But, Tharon_Mortis's setup is too
           good to leave out.
           (1. )  on hit 6A, kB2_2KB_throw
        c. Here's Tharon_Mortis's original words
           This occurs under the condition that bA scores a hit on an opponent
           who's sidewalking to the right. You're left off-axis, which seems to
           be a disadvantage, at first. However, if you make use of the built-in
           steps that follow up B~A, i.e. immediately start holding 2_8_4,
           Mitsurugi starts walking in the relative direction with his back
           exposed! That's what I call a taunt! =) Furthermore, you should like
           to know that you're at +9~10 frames... all BT moves are
           uninterruptible, only BT B_2B can be sidestepped.  Because of the frame
           advantage, it might even be a good idea to walk on and bait for, say,
           BT 2B CH... Of course, the BT mix-up itself is very powerful, as they
           all leave you at great frame advantage and have hardly any recovery -
           its a good pressure tool. You could, for example, connect a BT K and
           immediately continue with (front) 2K,B - the only way to avoid this is
           to duck, no sidestepping, this time. Insert any medium hitting move
           here.
    
           Another interesting thing:
           if you continue to walk in the direction held, after only a short
           while, Mitsurugi imperceptibly shifts from BT to front again.
           Furthermore, he's considered 8WR, which allows for all related attacks
           with a simple single tap instead of the 11_33 etc.  After training
           your opponent with BT attacks and the various delays, the regular
           attack may well surprise them. There may even be one or another special
           movement hidden in this shift. Try switching to MS or RL - it looks
           like he'd immediately change from BT to either stance - quite a sight!
    
           As for setups...
           I'll give you one example, you do the rest.
    
           Have a look at 6A on regular close hit. You should end up at short
           range and +7 frames. Now do some conditioning with
           kB (i17-7=10) / 2K,B (i17-7=10) / A_B+G (i15-7=8) / 236B (i16-7=9).
           Yep, they're all uninterruptible. If your opponent just stands there,
           you get a 50/50 mid-low mix-up. However, they can sidestep all of these
           to the right = completely avoid the mix-up.  Well, if they
           sidewalk/step to the right, bA has the properties described.  If they
           sidewalk to the left, they can avoid bA, too, yet 2K can't be avoided.
           Of course, you could start using 4A, which takes care of both
           directions.  It could be interrupted by i10 horizontals or TC moves and
           you stop giving them a good reason to sidestep to the right only.
      2.  44[A] - Notation - {certain moves}, on hit 44[A], [G], any BT attack
        a.  Conditions
          (1. )  On hit on a person stepping to Mitsu's left.
            (a. )  Relic is in a BT state.
            (b. )  Hold G long enough to cancel Relic and be in a BT state.  If
                   you hold G to long you go back to a normal state.
        b.  You can dash once while in BT by tapping 6.
        c.  The certain moves.
            A
            6A
            66A
            2A_FC 1_2_3A
            22_88A
            2A+B
            BT A
            BT 2A
            MS A,A
            MS A,A,A
            HMD ~A
            HMD A
    
            66B
            9B
            B~6 (run up)
            B~A
            WS B
            HMD B
    
            6K
            66K_K~6_33K
            9K
            BT K
            BT 2K
            WL K
        d.  Original quote by Tharon_Mortis
            You may have noticed that 44A leaves you off-axis when you hit a
            sidestepping person. And you might know that the transition to RL
            - 44[A] - usually realigns itself nicely. However, after certain
            moves, i.e. in certain situations of frame advantage, you may actually
            end up in RL while back turned! o_O  Similar to bA, this exclusively
            occurs if 44[A] scores a hit on someone who's sidestepping to their
            right, i.e. Mitsurugi's left side.
    
            As opposed to bA, 44[A] actually punishes sidesteps to the left, as
            well. Yet you don't end up in BT RL, this time. However, sometimes,
            depending on the distance to your opponent, ssl results in a different
            hit which greatly reduces the distance, adding both RL A and
            RL [A+B]~4 {1} to the mix-up.
    
            Anyway, back to BT RL.
            You end up very close to your opponent. This seems useless or even
            dangerous at first. Even more since all RL moves execute in the wrong
            direction, straight away from your opponent. I'll try to convince you
            that it's still a very favorable siuation.
    
            Another option is immediately cancelling BT RL by _holding_ G. After
            only a short while, you're in BT mix-ups. It would be interesting to
            know the frame data. Either way, it's possible to almost immediately
            block. If you continue to hold G, you'll also revert to regular
            attacks quite fluently.
    
            This is actually possible after the B~A turnaround, as well.  In the
            very frame after being BT, i.e. the G cancel, Mitsurugi can dash
            towards the opponent while BT by tapping 6. It requires precise
            timing but it makes a great taunt! =)
    
            To conclude this post, here's a list of the moves which allow for this
            setup.  All others cause 44[A] to be a regular hit, even on ssr.
    
            I think I've gone through the bunch of his moves but if I missed one,
            do tell!
    D.  Some simple mind game/conditioning for post BT FC {attack}
        1. BT FC A_B_K, 66K_throw
          a.  Make 66K the trainer and when you're opponent's been trained to
              block after BT FC...easy throw.
        2. BT FC A_B_K, 1B_1A+B
          b.  This is a simple mix-up, with the mix-up being the 1B_1A+B
    
    -------
    STANCES
    -------
    MST - Mist - 6A+B
            Mitsu lowers his body with his legs going into a very wide horse
            stance. He faces his opponent sideways with his sword parrellel to the
            the ground and pointing toward his opponent.  If you've seen the anime
            Ruroni Kenshin, this is the same as Saitoh's stance, the Gatoots (yes,
            I didn't spell it right).  I think this is a real sword stance.  I
            don't know its real name.
            0.  Mitsu's MIST stance doesn't seem to be used very much by newbie
                Mitsu users.  I guess it's because it takes getting used to.  It's
                one hella of a stance.  You have to use it if you want your Mitsu
                to be competitive.  It has the ability to Auto-GI all High and Mid
                attacks.  It's attacks are fast and appropriate for short, medium,
                and long range strategies.  This is his best stance.  See also
                MST mix-ups below.
            1.  It is very fast and very easy to go into MST.  You can go into MST
                as part of most any of Mitsu's attacks, fluidly.
            2.  6A+B, G, 6A+B, G, 6A+B, etc.  MST step
                You'll notice that Mitsu steps forward when he goes into MST.  By
                continually entering MST and then canceling MST you can advance
                on your opponent
            3.  MST moves:  Obviously, you must be in the Mist stance to do the
                            following moves.
                Alpha. G - MSTC
                           Pressing G cancels Mist really fast.
                A.  B+K
                    This puts you in RLC stance.
                B.  A_AA_AAA - 1,2,or 3 stabs counts as a vertical; short range;
                               hits high; very fast; very fast recovery
                               Mitsu quickly stabs once_twice_three times VERY
                               quickly
                    i.   Do only one A and you remain in MST
                    ii.  Do 2 or more A's and Mitsu comes out of MST.
                    iii. Only a single MST A tracks.
                    iv.  Has great recovery and can be followed up with fast A's
                         or B's.
                    v.   Use and abuse this move.  However, read C.
                    vi.  The 3rd A is guaranteed if the 2nd is a CH.
                C.  {A~B+K}_{AA~B+K}_{AAA~B+K}
                    i.   By pressing B+K after your A series attack you can go
                         seemlessly into RLC instead of simply coming out of MST.
                         Why would you want to do that?
                         1.  It confuses your opponent.
                         2.  It steps you back (only a bit).
                         3.  It puts you in RLC, which is a safe thing to do.
                         4.  Allows you to contine your attack pressure because of
                             RLC B.
                         5.  Allows you to go back into MST very safely just by
                             pressing B+K again.
                         6.  With practice the second and the third A can be
                             reliably GIed.  A GI whore would expect you to do
                             MST AA_AAA and expect to GI you.  Instead can press
                             B+K in the expectation of a whiffed GI.
                    ii.  I'm told this is not a jf.  However, the timing is strict
                         to do this.  Do it too early or too late and you don't
                         go into RLC.
                 D.  B -  1 stab, counts as a vertical; medium range; hits mid;
                         fast; AT
                         Mitsu stabs with longer reach.  It's very much like A+K.
                         i.    This is an AT.
                         ii.   On a "clean hit" it impales.
                         iii.  Mitsu will remain in MST after a blocked MST B or
                               MST B that does not impale.
                         iv.   Mitsu will leave MST if MST B impales.
                         v.    Very nice.  Variation is B6.  I recommend always
                               using the MST B6 variation.  It leaves you in a
                               better postion for okizeme.
                         vi.   MST [B]~[G] (HS -7) at close range - This will
                               perform the MST B attack but it will cancel the
                               attack throw.
                 E.  aB - This is a MST A followed by a MST B.
                    i.   On CH the B is gaurunteed
                    ii.  This move tracks very well.  It must be side-stepped
                         twice to avoid the attack.  Side-step once to avoid the
                         MST a , side-step a second time to avoid the MST B.
                    iii. Mix this up with MST B6 if your opponent learns to duck.
                    iv.  I definitely recommend abusing this.  It will condition
                         your opponent to think in terms of block, duck, SS when
                         you go into MST.
                 E.1 {B, 6}_{aB, 6}
                         This is the same as B and aB above except that you change
                         positions with the opponent.  This is very good if you
                         are against the edge or against the wall.  Inputting 6
                         will put them against the wall or edge.  Also it leaves
                         Mitsu in a better position for okieme.
                F.  A+B - 1 vertical slash; long range; hits mid and grounded;
                          slow; recovery Bad?? ; Auto-GI
                         i.   During the first few frames of animation, this move
                              will Auto-GI all High and Mid attacks.  This is
                              Mitsu's most reliable Auto-GI.  The timing is fairly
                              easy and with practice anyone can pull off the
                              Auto-GI.  The timing is about the same as doing a
                              successful (normal) GI (2G_4G_6G).  It is this
                              property combined with MST aB6_B6 that make Mist a
                              stance to be feared.
                         ii.  Does godly good damage.
                         iii. Its slow.  Do it enough and anyone can SS it.
                              Against good players and above, mainly use this move
                              with the intention of getting the Auto-GI.
                         iv.  If you get the Auto-GI, a very good opponent has
                              time to GI this attack, so be prepared for a GI war.
                         v.   Because the timing to get the Auto-GI is nearly the
                              same as for a GI you can be in MST at short range and
                              not be afraid.
                         vi.  If you get good at this move, everyone will hesitate
                              attacking you when you go into this stance.
                         vii. Possible follow ups (on a hit) after MST A+B are:
                              33_99[ B ],B; 8WR2_8_6A+B (sometimes I mistakenly go
                              back into MST following up with 66A+B so I do
                              44_88A+B to avoid that).  Note, these follow-ups are
                              what I use, I believe there are better ones, but I
                              forgot what they were.
                         viii.Remember it doesn't GI low attacks or attacks that
                              swing up, so beware anyones 3B
                              (Nightmare's espeacially).
                         ix.  Also at a far enough range, you can get the GI, but
                              be so far away that the A+B misses.  Examples would
                              be against any of Nightmare's, Asty, or Ivy's long
                              range attacks.
                G.  K - 1 low horizontal kick; short range; hits low and grounded;
                        very fast; fast recovery; RC; can be SS'ed
                        Mitsu does what looks like a very fast sweep that doesn't
                        sweep.
                        i.   It's very fast and hits low
                        ii.  Can be side stepped to Mitsu's left.
                        iii. Use this when they start to turtle your MST.
                        iv.  It has RC.  So one tactic mentioned by -Adam T- is
                             MST K~{4A+B}~B.  Otherwise it safest to do the
                             following mix-up G_GI.  Guard is your safest option
                             because can't be immediately thrown after MST K.
                G.1 A, K - This is just MST A, MST K
                        i.   This is just good to know.  Its another option
                             besides B+K for the MST AAA series mix-up.
                H.  throw - there are three ways to throw from MST
                    i. 6A+B~gA_gB     - this immediately cancels MST and goes to
                                        throw.  It is very very fast.  Do this
                                        wrong and you get ii below.
                    ii. 6A+B, A+G_B+G - While in MST you can throw at any time and
                                        is seemless.  This is slower than i above.
                    iii. 6A+B,A:gA_B  - This is a 1FS.  This cancels MST A and
                                        goes into a throw.  Use this against a GI
                                        whore.  It's been reported that you can
                                        cancel MST A and do 2A (ie MST,Ag2A)
                I.  Mist Block - 6A+B~2G
                    1.  Only works after having fully entered stance.
                    2.  2G must be inputted on the impact frame.
                    3.  You can block with 2G during the animation of
                        MST A+B all the way untill the slash connects.
                    3.  Does not work after any move that ends in MST.
                        (eg 4-8 in J below)
                        a.  Exception: It can be used after 4A+B, B+K (RLC ->MST).
                            You must enter RLC fully before switching to MST or
                            you won't get the 2G block.
                        b.  Exception: HMD~6A+B (HMD ->MST)
                J.  Moves that end in MST (only 4-8 count for 3. above.)
                    1.  In a sense all of Mitsu's moves end with MST, simply
                        because the switch into MST is fast.
                    2.  After a cancel. ie. 66A+BG,11_77BAG,
                        {A+B,G}, {A_B_K}~G, FMDcrC
                    3.  RLC B+K
                    4.  HMD~MST - HMD can be canceled by MST.
                    5.  11_77BA6
                    6.  BB6
                    7.  4B6
                    8.  2KB6
    
    RLC - Relic - 4A+B
          Mitsu sheaths his sword and remains in an attack ready stance.  If
          you've seen the anime Ruroni Kenshin, this looks the the same as all
          sword drawing techniques. For those of you who know swords, Relic is
          probably modeled from Iaido, the sword drawing martial art.
    
          Notes/comments from players:
    
          Baiken Seishino
          Yep. A 2A from just about any character will shut down Relic pretty
          quick.
    
          Various players with reportedly inhuman skills
          Ya, but don't forget RLC A+B+K_6G
    
          (For some thoughts on how to use Relic see Relic Mix-ups below.)
    
          I.  Relic moves - These moves must be done while in the Relic stance.
              A. A - This move hits mid, hits in medium range, has awful recovery,
                     has a very late attack frame and overall seems very useless.
                     However, it is your 1 of only 2 horizontal attack options
                     from Relic. The other attack option is RLC UB-1, which has
                     its own drawbacks.  Several reputable players mentioned its
                     usefulness under certain conditions.  While many other
                     reputable players disagreed.  But, for most people, RLC A is
                     just something you should almost never use.
              B. B - This is relic's best move.  hits medium range, good damage,
                     fast attack, slow recovery, the swing is from Mitsu's left
                     to right.
                     1.  RLC B will side step many vertiacal attacks.  The SS is
                         to Mitsu's left.  See also RLC ADVANCED below.
                     2.  It can miss a person stepping to Mitsu's left.  I believe
                         it's his left.
              C. {A+B+K}_6G - Mitsu shoves his sheathed sword half exposed in
                              front of himself.
                              1.  This will auto-GI then auto attack any
                                  horizontal attack, kicks, throws, and a small
                                  variety of obscure things you'd think it
                                  couldn't.  Based on forum discussion, it may be
                                  that anything that contacts his sheathed sword
                                  can be auto-GI'ed.
                              2.  If Mitsu is far away, the auto-attack
                                  can be blocked/GI'ed.
                              3.  Many players comment that RLC A+B+K_6G is a very
                                  good option for okieme.
              D. K - very short range kick.  See RLC ADVANCED below.
              E. [ K ] - very short range kick, but Mitsu will remain in Relic.
              F. G - (RLCC) This is Relic's regular cancel.  It's fast (I guess),
                     but not fast enough.
              G. B+K - switches to MST
              H. RLCQC - Relic quick cancel
                    i.  When Mitsu goes into Relic, he very noticably
                        sheathes his sword.  When his sword is in his
                        sheathe you hear a click, like in samurai anime/movies.
                        By pressing G at the moment of the click just as his
                        sword is sheathed you will cancel Relic and immediately
                        be able to do any attack/movement afterwards.  This
                        cancel can only be done at the CLICK.  After that
                        you can only do Relic's regular cancel.
                    ii. This is not the same as RLCC.  It is MUCH  faster
                        and EXTREMELY hard to do.
                    iii.To practice this cancel, go into Relic, then press
                        A+B+K, when Mitsu shethes his sword, try the cancel.
                    iv. If you can get this cancel consistantly you are a god.
              H. [A+B]{1}_[A+B]{2}_[A+B]{3}_[A+B]{4}- Bill of Fire
                        Mitsu's sword and sheath burn with fire and he lashes out.
                 Note:  If you don't understand the notation just hold [A+B] then
                        release it.  Depending on how long you hold it, 1 of 4
                        versions of [A+B] occurs.  All versions are UB.
                        1. [A+B]{1} - This is RLC UB-1
                            Mitsu's sword and sheath burn with fire and he lashes
                            out in a diagonal up direction, quickly.
                            a. of the four mentioned this is the fastest.  You can
                               simply tap A+B to get this move.
                            b. Hits High.  Has short range.
                            c. Mitsu will return to Relic stance.
                            d. RLC [A+B][4] - RLC UB-C1
                                              this is a faster verion of RLC UB-1.
                                              1.  inputting [4] anytime during
                                                  RLC [A+B] will cancel all Bill
                                                  of Fire to a faster RLC UB-1,
                                                  except where noted.
                        2. [A+B]{2} - This is RLC UB-2
                           Mitsu's sword and sheath burn with fire and he lashes
                           out much further than in RLC [A+B]{1}.  At first glance
                           it looks like a wave or fire that unrolls in front of
                           Mitsu.
                            a.  This is hard to time.  Only way to practice the
                                timing for this, is to practice the release for
                                [A+B]{3} and [A+B]{1}.  Then practice releasing
                                between those two times.
                            b.  This hits mid and has a medium range.
                            c.  It does track, sorta (damn I gotta look this up).
                        3. [A+B]{3} - This is RLC UB-3
                           Mitsu's sword and sheath burn with fire and he lashes
                           out swinging his burning sword twice low; right then
                           left.
                            a.  This is the SC1 Path of Damnation.  However, it
                                no longer lives up to the name. :^(
                            b.  No longer tracks.
                            c.  Both hits are low.
                            d.  The release time is long enough for opponents to
                                start backing up, thinking, analyzing, and
                                implementing counter stratedgy.  Once the
                                opponent is backed up, the 2nd hit be easily
                                jumped (easy, relatively speaking).
                        4. [A+B]{4} - This is RLC UB-4
                            Mitsu's sword and sheath burn with fire and he lashes
                            out much further than in RLC [A+B]{1}.  At first
                            glance it looks like a wave or fire that unrolls in
                            front of Mitsu.
                            a.  This is the same as [A+B]{2}, except that it is
                                much easier to perform and comes out much later
                                than [A+B]{2}.  Just hold [A+B] as long as you
                                want past the release time for RLC [A+B]{3}, then
                                release A+B and you get RLC [A+B]{4}.
                        5. [A+B]:K_[K] - RLC UB-CRV - Relic UB cancel gives a few
                                         frames of a UB's start up animation and
                                         then does the RLC A+B+K reversal.  It has
                                         been noted that this cancel may be
                                         useless except to impress the audience.
                                         The cancel happens too fast and may not
                                         bait an opponent to attack with a fast A.
                        6. [A+B][4]~[A+B] - way to get the fastest RLC UB-2.
                            a.  This is RLC UB-C1~[A+B].  The release of the
                                second input of A+B will always result in a faster
                                RLC UB-2.
                        7. [A+B][6] - RLC UB-C4?????
                            a.  The holding of the 6 input will cancel all RLC UB
                                to RLC UB-4?????
                        8. [A+B]{4}:A+B - Relic UB-4c
                            a.  This cancels RLC UB-4.  Basically do RLC UB-4,
                                after you release [A+B], 1fs later input A+B.
                                It's possible to mash the 2nd A+B to get the
                                cancel, so it might not be a 1fs.  This was
                                discovered late in the game history, so try your
                                own ideas for using this cancel to bring out your
                                Relic potential.  I imagine a mix--up of
                                {RLC UB-3}_{RLC UB-4}_{RLC UB-4c,66A+BG_66A+B} would
                                be a good medium range mix-up to try.
              I. 4A+B~RLC 2G - Relic Block
                        1.  2G in the early animation and available throughout the
                            stance.
                        2.  Must be inputted on the impact frame.
                        3.  Does not work after any move ending in RLC
                            (eg. 3,4 in J below)
                            i.  exception: HMD~4A+B (This is HMD -> cancel to RLC)
                            ii. exception: 6A+B~B+K (MST -> RLC) allows for it
                                only if you wait to fully enter MST before you
                                switch to RLC.  And is only available during the
                                short period before Mitsurugi has sheathed his
                                sword.  If you wait longer, you'll not be able
                                to block anymore.
              J. Moves that end in RLC
                        1.  In a sense all of Mitsu's moves end with RLC, simply
                            because the switch into RLC is very fast.
                        2.  After a cancel. ie. 66A+BG,11_77BAG,
                            {A+B,G}, {A_B_K}~G, FMDcrC (hard/impossible to do
                            after FMDcrC)
                        5.  MST B+K
                        6.  HMD~RLC
                        3.  44[A]
                        4.  33_99[B]
    
    FMD - {6B+K}_{8WR{1_4_7_3_6_9}B+K}_{63214B}
          Mitsu stands to attention and swings his sword that becomes engulfed in
          flames in a full vertical circle.
          A.  While Mitsu is in FMD and before he actually executes an attack,
              you can move Mitsu in any direction.
          B.  FMD can be canceled by another FMD input.
          C.  FMD can be canceled by HMD input
    
    C.  2G - Block 3_9B+K~FMD 2G After short delay, available for the rest of
    the animation.  The block happens only on the impact frame. eg. exactly at the
    moment a hit would occur.
    
          D.  FMD attacks (Note: all the UBs from FMD have slow exection times).
              These attacks alone don't allow Mitsu to be useful with FMD.  But
              when mixed with FMDcr, retreating FMD, etc, etc.  See below......
              1. A - 1 big UB flaming horizontal attack; LONG range possibly his
                     longest reaching attack; hits high; UB; i80; HSk +3
                     a.  This has some very slow attack execution.  You need to
                         condition/set-up your opponent to do this or be at safe
                         distance to execute the move without being interuppted.
                         Remember you can go move while the UB is charging.
                         Many have mentioned that FMD retreat and canceling FMD
                         with another FMD are semi-reliable ways to set-up FMD A
                         without conditioning.
              2. B - 1 big UB flaming vertical attack; medium range; hits mid and
                     grounded; UB; i85; HSk +32~34
                     a.  This has some very slow attack execution.  You need to
                         condition/set-up your opponent to do this or be at safe
                         distance to execute the move without being interuppted.
                         Remember you can go foward while the UB is charging.
                         At this time no strat for semi-reliable set-up or
                         conditioning has been discussed for FMD B.
              3. [ B ] - Mitsu's B6 attack; medium range; hits high; i41;
                         HS -1~(+2); BSg -16~(-13); BSa -17~(-14)
                         Flames die and he attacks with a move that looks like B6.
                         1.  This is there to basically fake out the opponent.  I
                             don't think there any special properties on CH for
                             this.  From the frame data, it's something that an
                             opponent will not fear, but it's surprizing attack.
                         2.  The intention for this move is to condition your
                             opponent to either duck or SS.  Keep about a medium
                             distance from your opponent.
              4. K - 1 low foot tap; short range; hits low; i57; HS -4;BSg -11;
                     BSa -12
                     Mitsu's flames die and he taps his foot low on the opponent.
                         1.  This is another fake out basically to condition your
                             opponent to duck.  After sometime, opponents can tell
                             whether Mitsu will do FMD A or FMD B by waiting for
                             Mitsu to do his windup for the UB and will duck or
                             step apporpriately.  For the opponent to step quickly
                             he can't be crouched.  FMD K discourages this tactic
                             somewhat.  It's best used to kill turtled opponents
          F. FMDcr  - 2[G]_[G]2[3],B+K:{move listed below}
                      This is the cancelable FMDcr.  This gives mix-up a great
                      range of mix-up possiblities.
                      0.  Holding G allow you to be in gaurd all the way up to the
                          UB.
                      0.1 This has TC.
                      0.2 It can be canceled.
                      1.  This has all the properties of FMDcr except that it can
                          also be canceled by the following moves.  The cancel is
                          a 1FS.  Use this to set-up condition your opponent for
                          the FMD UB.
                         (1) 7A
                         (2) MST - 2[3]G+B+K:G 9A+B
                         (3) GI
                         (4) jumping attacks A_B_K
                         (5) WL A_B_K
                         (6) HMD
                         (7) FMD (8WR3_6_9 B+K, 8WR9 B+K is easiest)
                         (8) 236B
                         (9) 8WR3_9B
                         (10) G9A+B
                      2.  The cancel occurs WELL before the full duration of
                          FMD.
          G. 8WR{1_3_6_7_9},{hold any direction input}B+K - mobile FMD
             (1.) 2369B+K - non-moving FMD
             (2.) fastest FMD Retreat -
                  1. 8WR9,6321[4]B - very fast
                  2. 8WR3,6321[4]B - very fast
                  3. 8WR6,6321[4]B - the fastest and also hardest to do
                  4. The following is a quote by YoungWorld
                     Here's more insight on FMD. There are normal, medium, and
                     fast mobility speeds for FMD. What speed you get depends
                     on how far away you are from your opponent when you
                     initiate FMD. In general, the closer you are to your
                     opponent, the slower the FMD mobility.
    
                     Mobility Speeds
    
                     Normal Speed FMD: Initiation of FMD done near enough to
                                       touch your opponent.
    
                     Medium Speed FMD: Initiation of FMD done about 3 sword
                                       lengths away from opponent.
    
                     Fast Speed FMD:   Initiation of FMD done greater than 3
                                       sword lengths away from opponent.
    
                     If FMD is started in any of the 3 speed catagories, that
                     will be the speed when shifting to another direction.  The
                     exception to this is any direction after 66B+K will be
                     the normal speed.
                     Note: Others have said the opposite about direction 6.  So
                     you decide.
          I. FMDd - deceptive version of FMD
                    1. Quote by Tharon_Mortis
                       Deceptive versions of FMD A_B_K_(2_8B+K)
                       You may have done these by accident: at a certain point of
                       the FMD animation, the UB-glow on the sword completely
                       disappears... Mitsurugi will move his arms in the same
                       fashion, completes the circle. Suddenly, the sword is on
                       fire once more, Mitsurugi lashes out either FMD UB... even
                       the FMD K or transition to HMD seem more deceptive,
                       although its hard to see.
    
                       here's a consistent way to do this:
                       You need to hold B or B+K, like you would to access the
                       FMD [any] overhead chop.  Now, approx. 1~2 frames before it
                       occurs, release B+K and immediately tap A_B_K_(2_8B+K).
                       This isn't easy, I strongly believe that it takes a 1FS.
                       You try and look for a moment where Mitsurugi's sword glows
                       blueish shortly before he performs the chop. That's the
                       exact moment where you have to release and tap.
    
                       Edit: Oh yeah, you can do this after FMDcr, too.
                       Might be good after ducking an attack with it.
    
    HMD - {2_8B+K}_{8WR2_8B+K}_{63214a}
          Mitsu (depending on your input) steps to the side (or not) and then
          twirls his sword above his head.
          Note: For 63214a you really have to TAP the A button quickly or you'll
                end up with HMD~A and not HMD.  Again I stress the word TAP!
    
          Alpha. 2G - Block 2_8B+K~HMD 2G
                      Quote by Tharon_Mortis
                      "Only possible in the early animation, before hands lower
                      again.  Quite useful, perfection makes 66B,B~2_8 / B*B2_8
                      and 66A~2_8 very safe on block / whiff.  The block happens
                      only on the impact frame. eg. exactly at the moment a hit
                      would occur."
                      -Jalf- Translation: You need skillz for this 2G.
          BETA. It has built in vertical evasion.  HMD always steps to the side.
          A.  HMD Attacks
              0. 63214[A]
                 Horizontal Slash; Short Range; Hits High;
                 i??;HS??;BS??
                 (1 )  This is HMD's fastest attack.  In all other FAQs and
                       move lists, this attack is also labeled HMD ~A.  They may
                       be exactly the same.
              1. ~A
                 Horizontal Slash; Short Range; Hits High;
                 i8; HS +3; BS -7
                 (2 )  This is HMD's 2nd fastest attack.  Timing seems to be
                       strict.  But it is not a 1FS.  Just input A as fast as you
                       can after you input HMD.  It looks exactly like 63214[A].
                       They may be exactly the same.
              2. A
                 1 Horizontal Slashes; Medium; Hit High;
                 i38; HS +4~+5; BS -7~(-6)
              3. AA
                 2 Horizontal Slashes; Medium-Long Range; Both Hit High; KD
                 i38; HSk +49~+50; BS -5~(-4)
                 (1 )  On hit, the 2nd A will KD.  It's a bit hard to follow up on
                       this because the opponent falls a bit far from Mitsu.  In
                       the Arcade, the best follow-up is RLC B.  On console go
                       with a medium range Okieme.  See Okieme, below. 22_88B
                       might be guaranteed.
              4. AA:4A+B
                 By inputting 4A+B just at the end of HMD AA Mitsu will
                 immediately enter RLC.  In the arcade RLC B was guaranteed.  In
                 the console it is not. However, 22_88B is guaranteed and easier
                 to use.
              5. B
                 1 Vertical Slash; Medium Range;  Hit Mid;
                 i21; HS +5~6; HSd +6; BSg -15~(-14); BSa -16~(-15)
                 1.  Forces crouch.
              6. BB
                 1 Vertical Slash; Medium Range;  Hit Mid; KD;
                 i21; HS -3; HSdk +46; BSg -12; BSa -13
                 1.  On KD 22_88B is guaranteed.
              7. K
                 1 low kick; short range; Hit low; i19, i29, i30;
                 for fastest K -- HS -7; BSg -14; BSa -15
                 for delayed K -- HS -5; BSg -14; BSa -15
                 Mitsu winds up in his HMD then does a low jabbing kick
              8. bA - Trooper Roll
                 1 vertical stab; Medium range; Hit Mid; KD?
                 i41; HS+27; BS-10
                 Mitsu drops then rolls forward.  Mitsu then stabs forward
                 similiar to FC 3B.
                 1.  Mitsu is tech crouched throughout the move except maybe
                     the ending animations.  I don't know whether he is RC
                     at the end.
                 2.  I don't believe it tracks either at all or very poorly.
                     During MY testing I found it to miss a stationary AI Trainer,
                     on easy.  This was in the arcade.  Tharon_Mortis reports it
                     to track somewhat well.  I believe he uses a console for his
                     testing.  Whatever the case, see 3. below.
                 3.  FHMD_TR is not only tech crouched, but it is tech crouched
                     before a fast A attack can hit you.  So use it to condition
                     your opponent to not interupt you during HMD.  On block
                     only the fastest A attacks can retaliate.  However, because
                     (in Arcade) it doesn't track very well you have to know your
                     opponent.  The HMD,TR is a conditioning tool to play mind
                     games with.
    
          B.  HMD~MST_RLC - HMD can be canceled by Mist and Relic.  Simply input
                            the commands for MST or RLC a few frames after HMD and
                            you will cancel HMD and be in MST or RLC.
          C.  Moves that end in HMD
              1.  66A2_8
              2.  66BB2_8
              3.  B*B2_8
          D.  quote from tomiya
              In Korea,We use HMD after 236 steps.easier 63214a than 2/8b+k.
              and....
              both 1p & 2p, 236-8b+k is teched.but 236-2b+k is not.
              not 1p but 2p, 236-63214a motion is like 236-2b+k.
              (1p - 236-63214a = 236-8b+k -_-
          E.  HMD just doesn't seem to be popular in America.  Even now, I don't
              think American players fully explore HMD ... Korea on the other
              hand...  Take the following views in sub-heading E with a grain of
              salt since they are my views from what little I've used HMD and thru
              seeing Korean vids and reading the forums.
              1.  HMD is not a viable stance to be used alone.  It's too easy
                  to recognize and defend against.  Depending on the opponent's
                  distance/speed it can also be interrupted with fast A attacks.
                  Unless you use HMD ~A frequently to condition your opponent to
                  not interrupt HMD.  This is what HMD ~A is for.
              2.  The mix-ups for HMD are near non-existant because your low
                  option does piddly damage and is not safe even if you hit.
                  Unless you can GI or 2G immediately after HMD K (sorry, I
                  haven't checked) you can actually take damage using HMD K.
                  HMD K is really only good if the opponent is low on life and
                  cannot retaliate.  Against a turtle, your only mix-ups are
                  {HMD attack} and (HMD wind-up with no HMD attack}.  If you chose
                  the wind-up only option, you must immediatly come out with a
                  high/low/anti-step mix-up right after the HMD wind-up.  HMD is
                  complicated because its a double mix-up for you.  You have to
                  mix-up your HMD attacks to ultimately get them to start
                  turtling.  Then you have to chose between HMD attack or no HMD
                  attack.
              3.  Now if you cancel HMD to MST/RLC, HMD comes out in a better
                  light.  Many players have alluded that HMD might be the best way
                  to enter into MST and RLC.  From HMD you will have all the
                  mind games of HMD, MST, and RLC.  This is a good thing.  With
                  the cancel, HMD has a way to break the turtle ... thru
                  {MST throw} and {MST K}.  If you can get some vids of Mitsu from
                  www.ssolcal.com or go to sc.relaxism.com and click on Korean
                  Fighting Game Community to see HMD shine.  I put all the
                  execution frame data below to give you scope of HMD options.
                  See below in HMD mix-ups for more
    
                  Frame data for HMD
                  i8 = ~A
                  i19 = K{1}                earliest K
                  i19 = MS A+B{GI 1}        earliest GI opportunity for MST A+B
                  i21 = B
                  i21 = MS K{TC}
                  i24 = *B                  can delay input of B
                  i24 = MS A+B{GI 2}        lastest GI opportunity for MST A+B
                  i27 = MS A
                  i29 = *K{1}               delayed version of K{1}
                  i30 = K{2}                latest K
                  i31 = N~G
                  i34 = *K{2}               delayed version of K{2}
                  i34 = MS B_K
                  i34 = RL K
                  i36 = RL B
                  i38 = A
                  i39 = RL A
                  i40 = N~A                 ??
                  i41 = bA
                  i44 = *bA                 delayed bA
                  i47 = *A
                  i48 = MS A+B
                  i54 = RL 4A+B
                  i50 = 2_8B+K~HMD 6A+B~MS A ??
                  i54 = 2_8B+K~HMD *K{1}     ??
                  i55 = 2_8B+K~HMD K{2}      ??
                  i56 = 2_8B+K~HMD N~G       ??
                  i57 = 2_8B+K~HMD 4A+B~RL K ??
                  i63 = 2_8B+K~HMD A         ??
                  i65 = 2_8B+K~HMD N~A       ??
                  i66 = 2_8B+K~HMD bA        ??
                  i69 = 2_8B+K~HMD *bA       ??
                  i72 = 2_8B+K~HMD *A        ??
    
    
    B2_8 - FHMD - False Half Moon Death
           Circling Vertical slash - False Half Moon Death; Medium range; hits mid;
           FrC on already crouching opponent??
           i??; HS -10~(-9); HSd -10; BS -15~(-14)
           Mitsu, starting in front of him, slashes down and inscribes a cirle in
           the air around him.  It looks kinda like Half Moon Death.  But it
           really looks like Full Moon Death without the flames.
    
           Full notation: B{1_2_3_7_8_9}
    
           A.  This move will hit for small damage.
           B.  You can move Mitsu while he's swinging his sword.  He moves just
               like he does in the Full Moon Death animation.
           C.  He can be hit out of the B2_8 animation.  I don't think he can
               block during the animation.  With the Tharon's discovery of
               blocking in MST/RLC/FMD you might try your luck with 2G.
           D.  Someone reported this combo -- FHMD, 3A -- as being a good combo.
           E.  See also Mountain Divide Throw below.  Now that's really good.
           F.  If you're not going to do the MD throw, you need to hit this at its
               maximum range or it isn't worth crap.
           E.  Moves from FHMD
               (1. )  ~1_7B (input is B2_8~1_7B) FHMD -> Trooper Roll - FHMD_TR
                  1st hit - medium range, 2nd long range; both hits are mid;
                  last hit KD; TC; RC??; i??; HSk +27; BS -10
                  Mitsu will begin his animation for FHMD, but very quickly head
                  first, he rolls forward, comes up in a genuflected position and
                  does a forward stab like his FC 3B move.  This is the
                  Trooper Roll from SC1.
                  Note: I'm relying on Tharon_Mortis's testing on Half Moon Death
                        Trooper Roll for the ananlysis of False Half Moon Death
                        Trooper Roll.  The Trooper Roll seems identical for both
                        FHMD and HMD.  So I treat them the same in this FAQ.
                  1.  I don't know much about this myself and there are few thread
                      in the soul calibur forums on it.  Some say that it is a bad
                      move period.  End of story.  But bottom line, no one really
                      mentions this move.  Except Tharon_Mortis, sort of.
                      Tharon_Mortis's post was on HMD Trooper roll.
                  3.  I don't believe it tracks either at all or very poorly.
                      During MY testing I found it to miss a stationary AI Trainer
                      ,on easy.  This was in the arcade.  Tharon_Mortis reports it
                      to track somewhat well.  I believe he uses a console for his
                      testing.
                  4.  FHMD_TR is not only tech crouched, but it is tech crouched
                      before a fast A attack can hit you.  So use it to condition
                      your opponent to not interupt you during FHMD.  On block
                      only the fastest A attacks can retaliate.  However, because
                      (in Arcade) it doesn't track very well you have to know your
                      opponent.  The FHMD_TR is a conditioning tool to play mind
                      games because of (2.) below.  And to keep the opponent from
                      trying interuppt your FHMD.  However, with the discovery of
                      the MD throw.  The MD Throw is probably the better set-up
                      for conditioning your opponent to not interupt your FHMD.
                      See Mountain Divide Throw below.
               (2.)   At the end of B2_8, Mitsu can iniate ANY buffered move or
                      movement in Mitsu's movelist seemlessly.  ANY.
                      1.  See the MIX-UP section for B2_8.
                      2.  Because I didn't find out about the frame data for
                          FHMD_TR until much later, I myself used B2_8 to pause
                          the game.  At short and even medium range I'd get hit
                          out of it so I usually use it at a far medium to long
                          range distance.  I use it to pause the game and stop
                          rushing attempts.  How does it do that?  Well, since I
                          use it between a long and medium range distance the
                          opponent has to come to me.  The B2_8 animation ends
                          just before they can attack me from that distance,
                          usually.  In other words I am safe from being hit out of
                          B2_8.  Since, I can buffer any move (except maybe FC
                          moves, I haven't tried) that Mitsu has, if they rush me,
                          they'll have no idea what will hit them.  So their best
                          bet is wait until the sword animation is over.  Of
                          course this doesn't work against someone like Ivy
                          because her range is ugly.
    
    JFC - Just Frame Chicken
    ------------------------
          Full notation -
          {any attack/canceled attack, stance shift, SCC except alpha},
          {any buffered attack except beta}:1_2_3_7_8_9A+G_B+G+K+G[voldo]
          ALPHA = throw, GI (4G_6G)
          BETA = throw, 1_4_5_6_7_8_9A
    
          Short less detailed notation -
          {nearly any attack}, {nearly any attack}:[3]A+G_B+G
          A.  The name is a spoof off of the Tekken Chicken Glitch and KFC,
              Kentucky Fried Chicken
          B.  This move is a throw that will go through any GI attempt and throw
              your opponent. It's a three part move.  The first part must be any
              attack except Alpha.  The second input must be any attack execpt
              Beta.  If the 2nd attack gets GIed, your throw input immediately
              activates.  If the opponent didn't GI, your throw input activates
              after the regular amount of recovery time after the second part of
              the JFC.
          C.  3 Is your best direction input for the throw because of TER.
    
    MOUNTAIN DIVIDE THROW
    ---------------------
      - MD bA Throw, JFC MD bA Throw, MD B2_8 Throw,
        JFC MD B2_8 Throw, MD 22A Throw, JFC MD 22A Throw
        MD Throw = Generic term used for {bA6}_{B2_8}_22A throws
    
        Nearly Full notation -
        {nearly any attack, cancel or stance shift},
        bA~{direction input}_{B2_8}_22A,
        {any direction}throw
    
        Shorter notation - {nearly any attack}, bA6_{B2_8}_22A, 3A+G_B+G
        A.  This is similar to the JFC except that no GI attempt is necessary for
            the immediate throw attempt.
        B.  If you use the restrictions for the JFC, the MD Throw will also be a
            JFC.
        C.  Try this and abuse it.  Words will fail to describe just how awesome
            this is, but I'll attempt it.  This is a three part combo that is
            uninteruptable if the second part of the combo successfully comes out.
            If the second part is blocked the throw attempt immediately cancels
            the bA6_b2_8 recovery and activates the throw.  If the second part
            hits, the throw can't be ducked.
            1.  If you get Youngworld vid of the MD Throw, I think the 2nd part
                of the combo can't be interupted.  That's how it looks on the vid.
        D.  Remember the opponent can still attempt a Throw escape, so remember to
            use the 3 direction.  eg. 3A+G_B+G
        E.  It also works after a successful RL A+B+K.  What that means is that
            you can do an attack, then do a GI and still follow thru with an MD
            Throw.
            1.  Examples
                a.  FMD from crouch~GI, b~a>throw or,
                b.  FMD from crouch~parry, b~a>throw
        F.  Some good attacks for first part of the MD throw.
            1.  CH 3A,bA6, 3A+G_B+G is a guaranteed MD THROW
            2.  {66A+BG, b26G+A}_{66A+BG, bA6G+A}.  Nice!
            3.  Landed throw, {b2_8}_bA6, 3A+G_B+G.  Good for okieme when the
                opponent is downed a medium distance away.  A landed throw is for
                both A+G and B+G that throw the opponent.  A landed throw is also
                for ATs.
        G.  MD bA6 Throw
            1.  Moves with some block stun set this up the best.
                a.  Quote by Tharon_Mortis
                    bA isn't all that abuseable, though.
                    Remember, you'll have to do it after one of your own moves in
                    order to have the throws at your disposition. Therefore, the
                    only situation where it can't be interrupted is CH 6A. Or GBs,
                    which probably are the best setup. SC2 236B, in particular.
                    (1.  )  stepable to the left
                    (2.  )  visible = GI
                    (3.  )  unsafe (BS -19)
                    (4.  )  pretty slow, i20.
                    (5.  )  There are some TC moves which go under the throws and
                            still are guaranteed if Mitsu just blocks. This forces
                            him to use built-in 2_8 steps - which in turn make it
                            more difficult to connect the throws on hit or CH.
                            Finally, the throws don't always reach, needs careful
                            timing of dash-up / throws.
                b.  Here's some workable first attacks for MD bA6 Throw, just so
                    you won't strain your brain thinking too much.  Remember,
                    though just about ANY attack can be use for the first part of
                    the MD Throw.
                    1.  SC2 236B
                    2.  kB2 on hit
                    3.  4KB (only if the B alone hits)
                    4.  CH 6A
                    5.  Gaurd Break/Gaurd Crush moves:
                        (1. )  1A~B
                        (2. )  FC 1BB
                        (3. )  SC2 236[B]
                        (4. )  SC1 1[B]
                        (5. )  SC1 4[B]
                    6.  Everything for B2_8 should work for bA6
        H.  MD B2_8 Throw
            0.  B2_8 is faster and I believe safer, but has such a short reach
                compared to bA6.
                Quote unknown:  Probably Youngworld
                B2_8 is harder to use.  Most moves don't leave you close enough
                to connect b2_8 AND the guaranteed throw.
            1.  If you input the throw in the very impact frame of B2_8, it can be
                neither ducked nor GId. The only way to avoid it is manual escape.
                The throw is not guaranteed if B2_8 scores a hit on a crouched
                person.  It'll just whiff over their head.
            2.  B2 setup also cuts recovery into guard. That means you can block
                while in B2_8 during the MD Throw.  The input for this is
                currently unknown.  This is Youngworld's discovery.
                Quote Youngworld:
                I've only done this a couple of times where B2 is executed and
                your opponent attacks with a quick move to interupt but yet Mitsu
                blocks before he makes a full rotation.  So this seems cuts
                recovery into block AND a throw.
            3.  Some workable attacks for the first part of MD B2_8 Throw
                0.  Get them against a wall and any attack will work for B2_8.
                1.  66A+BG
                2.  11_77BAB~G
                3.  all of Mitsu's guard breaks against a wall.
                4.  4A
                6.  22_88A
                8.  2A+B
                9.  A
                10. bA~6!!!
                    Really fake them out if they get used to MD Throw.
                11. RLC A+B+K
                    If you whiff your awesome Relic pwnage, then do MD b2_8 Throw!
                12. kB2 blocked
                13. 4KB (only if the B alone hits)
                14. 6A+BG - Mist Step!!!!!
                    Quote xSamuraix:
                    Throw glitches can be done from a mist dash cancel! That's
                    right kids! this puts you in perfect range for a B2_8. The
                    inputs are like this-6A+B~G B2_8. You have to delay the B2_8
                    for a second or it won't come out, but you do get the throw
                    glitch off of it, which is like..the perfect set up.
                    Especially if you have people conditioned to Mist Dash
                    throws. Woot!
                15. B2_8!!!!!!
                    Quote unknown:
                    set-up trick for B2_8
                    on a side note if people start ducking you can buffer a B2_8
                    throw from a B2_8 continue until they think twice about
                    ducking when the see it next time.
        I.  MD 88_22B Throw
            1.  This has not been discussed in detail and seems to have been
                looked over.  I don't think the general Mitsu community considers
                it an MD Throw.  However, I'm putting it in the MD Throw section
                because it is similar enough be a possible "special case"
                MD Throw.
    
                Quote unknown:
                Check it out, couldn't find it anywhere or heard of such till
                now, here it is, mitsu can cancel out of his 88b 1P side and 22b
                on 2P side, note this can only be done through 88_22a starter,
                dunno know why , but hey its better then nothin, ..once again done
                as,
                a. 88_22a~88b~4+throw
                b. 88_22a~22b~4+throw
        J.  MD 22A Throw - {any attack}, 22A~2~6A+G_B+G
            1.  This is the same as the others, but is not as popular.
            2.  Suggested first attacks by Napalm Kid:
                a. 88a
                b. 99_11a
                c. 4a
    
    -------------------
    SOUL CHARGE ATTACKS
    -------------------
    4[B]      Must be SC-1, attack is GC
    236[B]    Must be SC-1, Attack is GC
    1[B]      Must be SC-1, attack is GC
    22_88BB   Must be SC-2, 2nd attack is a BN
    66A+B     Must be SC-3, attack is SCUB
    9[G]A+B   Must be SC-3, attack is SCUB
    
    Your more useful SC attacks are 66A+B and 22_88BB.  The others take a bit of
    set-up to be able to pull off.  What are these set-ups?  Dunno.  I haven't
    found one yet and people on the forums aren't talking.
    
    *****************************************************************************
    BUFFERING moves
    *****************************************************************************
    Basically, during a recovery time like after kb2 you can buffer in or input
    another attack while Mitsurugi is still in recovery, block, jumping/landing,
    and attack animation.  When timed correctly the attack you buffer will
    seemless flow from the animation you buffered in.  In many cases, it will seem
    as if Mitsurugi got "faster".  It definitly gives an edge in battle.  I can't
    say anymore because I'm not good at it and there aren't any clear descriptions
    of how-to-do in the forums.  Actually, I couldn't find them for this FAQ.
    
    
    
    *****************************************************************************
    MIX-UPS = MIND GAMES
    *****************************************************************************
    You'll find that on the forums many people will mention mix-ups, mind games
    conditioning, training and other things that sound a bit like pyschological
    warfare.  That's because it is.  Just like in real life there are advantages
    and disadvantages to weapons, movements, or strategies that a person can use
    in the game.  For Mitsurugi, this becomes painfully appearant.  ALL of his
    attacks have a built in weakness or disadvantage.
    
    First let's talk about some of his obvious advantages.  His vertical attacks
    are great.  That's the best way to say it.  They dish out very good damage and
    are safe(frame wise)for their ranges.  He has some of the fastest short range
    anti-step attacks in the game, has one of the best short range low attacks in
    the game, and Mitsu's okieme is argueably the best in the game.
    
    Some of his obvious weaknesses pretty much even out his advantages.  He dishes
    out the most damage with his medium range vertical attacks.  However, nearly
    all vertical attacks can be side stepped.  This isn't just Mitsu's vertical
    attacks, but all vertical attacks in general can be side stepped.  At medium
    range he can only depend on 4A to stop stepping.  His only attack low at
    medium range is 6B52, which does small damage.  He's most damaging at medium
    range, but he's also easiest to avoid or block at this range.  His short range
    attacks are very fast, but are mostly high hitting, and do not do a great deal
    of damage.  His best low attack, while much feared, is also very punishable.
    If you don't use it wisely Mitsurugi is dead.  As unsafe as this low is,
    Mitsu's feared okieme game is dependant on it.
    
    Knowing some of Mitsu's advantages and disadvantages opponents will tend to
    play you in certain ways repeatedly.  For instance at short range, Mitsu's
    very best attack is AA.  At short range your opponent expects you to attack
    with AA.  Typically, that's what a Mitsu will do at short range, attack with
    AA.  There aren't many attacks faster than Mitsu's AA, so most opponents with
    attacks that are weak at short range chose to block when Mitsu is in close.
    This is where the mind games come in and the term mix-ups come from.  Up close
    if your opponent expects an AA attack that they can't beat they'll usually
    choose to "automatically" press G and block.  If your opponent is in that kind
    of mind set, then you have successfully conditioned/trained your opponent to
    block high when your Mitsu has come close to their character.  At this point
    they will be completely taken by surprize if instead of using AA you throw or
    whip out a low attack like 2KB or 1K.  By correctly guessing what your
    opponent will do, you have taken a big step toward defeating them.  But what
    happens if your opponent gets wise to this strategy and just starts blocking
    low?  Blocking low avoids both throws, AA, 2KB, and 1K.  Well, that's when you
    start using 3A (short range attack that's slower than AA that hits crouched
    opponents).  But what happens when the opponent gets wise to 3A and starts
    blocking high again or attacks with something faster than 3A?  Well, then you
    go back to using AA or a low attack again.  By out guessing what your opponent
    will do you defeat them before they even press a button.  Those four attacks
    AA_2KB_1K_3A taken together in a stratedgy used to blind your opponent to what
    you will do next and confuse them from acting correctly; this set of attacks
    is what is termed a mix-up.  The guessing, out-guessing, predicting, counter
    predicting; this is the mind game.  For those of your with a VF background
    this is yomi.
    
    All characters in Soul Calibur 2 are dependant on mix-ups in some way or
    another.  However, I believe Mitsu is more dependant on mix-ups than other
    characters because his attacks have advantages that are balanced with their
    disadvantages.  The balance is mostly along the lines of --safe = low damage--
    and --high damage = punishable--.  Its a trade off between playing safe and
    dealing damage.
    
    You need six BASIC mix-ups in your stratedgies.  A mix-up for short range,
    medium range, long range, okieme/wake-up, getting up from the ground, post
    launch, and being launched.  I'll put some of the most common strats that are
    usable against all characters.  From there you can start elaborating depending
    on the skill levels involved in your matches, the attack patterns of your
    opponent, and what character they use.  In the end, all stratedgies need to
    focus on getting your opponent on the ground where Mitsu has his strongest
    game.
    
    ---------------
    -BASIC MIX-UPS-
    ---------------
    
    Inner Short Range - (ISR)
    -----------------
    This is the distance between Mitsu's nose and 1/4 the distance from Mitsu's
    sword tip during his single A attack.
    
    safe short range mix-up
    -----------------------
    AA_throw_1K_3A_2A_2KB_FC 1BB_1A2
    
    core of the safe mix-up: AA_throw_3A_1K_2A
    
    There's nothing complex here:
    AA    - keeps them from stepping and hesitant to attack; beats nearly all
            B type attacks; encourages them to turtle; encourages TC attacks; can
            also just use just one A, but that can be (though hard) stepped to
            Mitsu's left.
    throw - helps to break a turtle; encourages them to duck and use TC attacks;
            can be stepped to both sides; leads to okieme
    1K    - this is your low option; breaks a turtle; encourages them to duck;
            this is a safe low and leads to full crouched mix-ups.
            I really don't know if this can be stepped.  It should be steppable,
            but I've never seen it stepped.
    2A    - anti-step/anti-duck attack for when a opponent is equally likely to
            step or duck; encourages turtling; can be stepped to Mitsu's left
    3A    - hits a ducked/crouched opponent; encourages them to step or turtle;
            because of the DOS it can cause, it quickly enforces the notion of not
            ducking/crouching, blocking low, or using TC attacks.  This move can
            lead to okieme.
    2KB   - This really breaks a turtle and quickly enforces the notion of
            blocking low when at all possible.  This low attack is unsafe and
            should only be used when you have trained the opponent to turtle or
            side-step to Mitsu's right.  This move leads to okieme.
    iFC 1BB-This really breaks the notion of ducking/crouching/blocking low.  At
            short range its best used when you expect a high attack, otherwise
            its suseptable to punishment.  It encourages them turtle or use B type
            attacks.  This move owns high attacks.  This move leads to okieme.
            This is Mitsu's anti-high attack serial rapist move!!
    1A2    -At this range its best used when you anticipate a high attack,
            otherwise it'll get punished.  More okieme.
    AA     -If you anticipate a steppable horizonal or vertical and side step it
            its best to use AA instead of 22_88AA.  At this range 22_88AA's i16
            is a liability and can still miss.
    
    Note: MST/RLC/HMD mix-ups are usable at this range, but take skill, daring,
    and good guessing.  See individual mix-up stratedgy for HMD, MST, and RLC for
    more.  Unless you've gotten them to turtle, they're not safe at this range.
    
    Short Range
    -----------
    Past the inner short range, 3A becomes whiffable.  2KB and throwing may need
    Mitsu to step in first and your stances become more usable.  Mix-ups at this
    range are a bit of a mix between your ISR and OSR/IMR mix-ups.
    
    Outer Short range/Inner Medium Range - OSR/IMR
    ------------------------------------
    This is around the range of the tip of his 3K attack
    
    At this range I just want to outline a safe mix-up stratedgy.  It's one most
    players use.  (Except for the 6B52.  Most Mitsu's will instead step in and
    either throw or 2KB.)
    
    A Safe mix-up for OSR/IMR
    -------------------------
    {4A_4A6_6A_AA_6K}_{BB_6B_3K_33K}_65_6B9_{3B_{8WR3_9BB}}_6B52_1A2_
                     -{22_88AA}_{22_88B}_{11_77BAB mix-ups}_{MST mix-ups}_
                     -{CD mix-ups to FC mix-ups}
    
    core of the safe mix-up: {4A_6K}_{6B_6B9_6B52}
    
    {4A_4A6_6A_AA_6K}   - These guys take care of stepping and encourages ducking
                          and turtling. 4A6 is for the potentially high damage
                          Mist mix-ups. 6K can knock them down for medium range
                          okieme.  6K, also seems to have a pychological effect.
                          Use these guys alot.  Its better to get poke damage than
                          it is to get your verticals side-stepped.
    {BB_6B_3K_33K}      - your safe anti-duck attacks
    6B9                 - You always have frame advantage after this attack, so
                          keep attacking.
    3B_{8WR3_9BB}       - launchers, encourages stepping ... I usually use
                          8WR3_9BB because it tracks; both leads to high damage
                          and okieme
    6B52                - This is really your only safe low attack option.  You
                          have other lows like 1A2, but this is the only one you
                          can use on demand.  It doesn't really break a turtle,
                          but it will irritate them to the point they start
                          scratching.  Best used as part of a mix-up where you
                          have them in a block mentality.  But unlike 2KB it's
                          much safer, does less damage, and isn't feared.  So poke
                          them, then poke them again.  But you have to do the fast
                          fast one.
    MST mix-ups         - See Mist Mix-ups further below.  It can be a risk if
                          you're not good at getting the MST A+B Auto-GI, but
                          the damage is worth it.  MST throw and MST K break a
                          turtle
    65                  - Hey, get a little closer!  Reach out and throw someone!
                          Put the fear of 2KB back into them.  This is your
                          risky anti-turtle option, but all your other attacks
                          make it possible.  This also will lead you into your
                          short range mix-up possiblities, so don't be afraid to
                          just step closer.
    1A2                 - best used in anticipation of a high attack; leads to
                          okieme
    11_77BAB mix-ups    - best used in anticipation of a high attack
    22_88AA             - best used in anticipation of a steppable attack.
       22_88B             Favoring 22_88AA over 22_88B is dependant on how good
                          your mixups are after 22_88A versus how good your okieme
                          is after 22_88B.  Also depending on the way you and your
                          opponent play one can whiff more than the other.
                          22_88B is not a bad attack on its own at this range.
    CD mix-ups to FC mix-ups
                        - Best used in anticipation of high attacks, but if the
                          opponent is refraining from using B attacks, this is the
                          range to start using CD.
    
    Note: HMD mix-ups are usable at this range, but take skill and daring.  RLC
    mix-ups can be a killer at this distance, but only if you know what you're
    doing.  See HMD and RLC mix-up stratedgy further below.  I didn't include HMD
    and RLC in this stratedgy because they are a bit risky depending on your skill
    with them.
    
    Medium range mix-ups
    --------------------
    Medium range is beyond the tip of Mitsu's sword during his 6B attack.
    
    This is where stratedgies become diverse.  Why?  Because Mitsu no longer has
    a good low attack to use in his mix-ups.  Once the opponent gets out of 2KB
    range stratedgies are a bit harder because outside of 2KB range Mitsu no
    longer has any truely good mix-ups.  After 2KB all his low attacks are either
    slow or do piddly damage.  The opponent is never afraid to block/side-step,
    get the frame advantage, and then punish (or do a mix-up of their own).
    Stratedgy now revolves around mix-ups that goad the opponent to attack you in
    the way you want them to attack or allow you to get in 2KB range again.  The
    only safe way I know of to influence their attacks is stepping more often to
    get them to whip out high attacks that 1A2, iFC 1BB, {11_77BA}, and CD mix-ups
    can go under.  This of course leads them to using verticals.  But its safer to
    induce them to use horizontals than it is to get them to use verticals.  Once
    the cycle of using horizontals to verticals is over its as much of a guessing
    game for you as it is for them.  There are other tricks that are move
    specific, but are riskier and highly dependant on who you're playing.
    Dangerous crap indeed!
    
    Some things to know:
      - At this range there are no safe mix-ups.  You have to have a good
        understanding of your opponent. Mix-ups are as much of a guess for you as
        it is for your opponent.
      - At this range you don't have a viable low attack except in anticipation of
        a high attack.
      - Your dependable anti-step options boil down to 4A.
      - At medium range all your high damage vertical attacks are easily
        blockable.  At some point, your opponent will understand and just wait to
        block your move and then retaliate with frame advantage.  If that opponent
        has a medium range low attack, they'll start their own mind games on you.
    
    Hence the your stratedgy is twofold.  One is to break the turtle.  The other
    is more dangerous; conditioning your opponent to attack the way you want them
    to.
    
    Break the turtle mix-up: medium range
    -----------------------
    {65, throw_2KB}_{HMD mix-ups}_{MST mix-ups}_{CD mix-ups to FC mix-ups}_
                   _{MD throw mix-ups}
    
    65, throw_2KB - Well, if they are turtling, step up and go for it!  This is
                    the option of choice, for low skilled players.  I'm not
                    belittling this option.  But if you don't do well in HMD,
                    MST, CD, and can't do MD throw, then this is the only way
                    you'll break a turtle.  Once they start ducking just go into
                    your short range mix-up game instead of just using throw_2KB.
    MST mix-ups   - MST throw_MST K breaks the turtle and can put you back into
                    2KB range
    HMD mix-ups   - If they are turtling, then the ultimate aim is to cancel then
                    pull off a {MST throw} or {MST K}.  If they are very low on
                    life HMD K works too.
    CD mix-ups to FC 1K_1A+B
                  - can break a turtle, but MST is much better at it especially if
                    the FC 1K is out of range.  However landing the FC 1K leads to
                    FC mix-ups with the dread FC 1BB.
    MD throw mix-ups
                  - Don't know what to say here since I have trouble doing this
                    move.  But from what I've seen, it will most definitly break
                    a turtle.
    
    The big weakness to these mix-ups is that except for the HMD option, they are
    all weak to Mitsu's left.  The CD mix-ups might not be weak depending on how
    well the second A of {WS AA} covers steppers to Mitsu's left.
    
    Train your opponent to attack vertically or horizontally: medium range
    --------------------------------------------------------
    {22_88B}_{22_88AA mix-ups}_{33_99BB}_{RLC mix-ups}_1A2_{11_77BAB mix-ups}_
            _{11_77A}_{CD mix-ups}_{HMD BB}
    
    {11_77BAB mix-ups}_{11_77A}_{iFC 1BB}_1A2_{CD mix-ups}_{RLC A+B+K}
    
    These punish high horizontal attacks and except maybe for 11_77BAB mix-ups
    they all lead to Mitsu's okieme.  The opponent will now be encouraged to go
    back to verticals.  Why are they encouraged?  Because all these attacks are TC
    and all of them (except 11_77A and 11_77BAB mixs) are killed by fast vertical
    attacks.  You're saying to your opponent, "Hey, I'm easier to hit if you use
    verticals!" 11_77{BAB_A} are your safest options because they are TC and can
    side-step verticals.  If you're good at avoiding everything with your
    11_77{BAB_A} just stand in gaurd more often instead of stepping and watch the
    verticals come flying out.
    
    {11_77BAB mixs}_{11_77A}_{22_88AA mixs}_{22_88B}_{33_99BB}_{RLC B}_{HMD BB}
    
    These moves punish vertical attacks done on Mitsu.  Except possibly
    for {22_88AA mixs} and {11_77BAB mixs}, they all lead to Mitsu's okieme.
    Opponents tend to use horizontal attacks very quickly soon afterward.  Mitsu
    may have the worst stepping game in Soul Calibur, but that doesn't mean he
    can't do it.  Step a lot!  Mitsu isn't bad at it.  If you don't believe that,
    then at the very least believe his step is good enough to punish opponents
    with {33_99B[B]}, {22_88B}, and {22_88AA mix-ups}.  While the 33_99BB series
    and {step, 3B} are your best anti-vertical punishers. {11_77BAB mixs} and
    {11_77A} are your safest bets for coaxing horizontals out because while you
    are running to the sides, verticals that don't track won't hit.  When they
    whip out their horizontal 11_77BAB and 11_77A will duck them.  They're a bit
    hard to use because if you stay in the 8WR1_7 direction too long, you go out
    of range.  The best way to do 11_77BAB and 11_77A is {221_887}{BAB_A}.  This
    is 8WR in the 2_8 direction, roll to the 1_7 direction, then input BAB or A.
    These moves make them fear to use verticals.
    
    This two-fold mix-up starts out by goading your opponent to whip out
    horizontals.  How?  By staying in 8WR2_8.  When they start whipping out
    horizontals, they'll usually be ones that hit high that you can TC under.
    When they get sick of putting out horizontals and ending up in Mitsu's okieme,
    stop going into 8WR2_8 and watch, they'll start using verticals and your fun
    begins.  33_99BB series is a launcher, does good damage, and always leads to
    okieme of some kind.  22_88B is good damage and leads to okieme and is
    intimadating.  11_77BAB mix-ups are your risky high damage option.  Depending
    how you mix it up, it can usually to okieme.  The problems with this stratedgy
    mix-up comes in if the opponent has a good low attack or a good horizontal mid
    hitting attack.  Not only will you be forced to use your verticals more often
    (to break their horizontals), but you'll also become highly dependant on 4A
    (to interrupt attacks), and be forced into the opponent's own mid/low mix-up
    stratedgy.  The key to this stratedgy is 11_77BAB and 11_77A.  They both have
    TC, step forward, and step to the side.  Because they step forward you can
    start them out of range.  Because they tech crouch you'll avoid most
    horizontal attacks.  Because they start with 8WR1_7 they can also avoid
    verticals.  You can use these two attacks for ALL your anticipatory needs.
    (Except against a good medium range low or mid-hitting horizontal.)
    
    These mix-ups are anticipatory in nature.  When these anticipation moves are
    used well, the opponent is encouraged to turtle again and the cycle continues,
    between turtling and attacking.  If you're good at anticipating a horizontal
    or vertical attack you'll do well.  If not, you'll be the one turtling or
    whoring 4A.
    
    What if they are not turtling?
    ------------------------------
    4A_4A6_44A_{33_99B[B]}_{11_77BA mix-ups}_{all other attacks}
    
    If they aren't turtling you don't need a low attack and medium range becomes
    a no brainer, mixing between 4A and any other verticals keeps them guessing as
    to whether they should step or duck.  All attacks that can hit in this range
    are useable equally.  Use your imagination for mix-ups.  Except for Mitsu's
    short range and 2KB mix-ups, Mitsu's full arsenal is here: CD, MST, RLC, HMD,
    and FMD mix-ups are fully usable now.  Just remember to use 4A more than your
    verticals.  Its better for you if they learn to duck you than it is for them
    to learn to side step you.  You can use other medium range horiztontals for
    anti-step besides 4A, but 4A is still the best choice.  Other medium range
    horiztontals are 44A, 1A2, FC 1A+B, 66A, bA, bA MD throw, 11_77A, 11_77BA,
    and 33_99A.
      1.  If you and your opponent stay around this range 44A becomes equal to 4A
          in use, but if you and your opponent rapidly close distance
          consistantly, stick with 4A.  Remember 44A takes care of ducking.
      2.  You have to gauge the distance for 66A more carefully than for 4A,
          otherwise its good for anti-step.  Don't forget its HMD potential.  And
          remember 66A is i18 if you're in 8WR to begin with.  So use 47896A
          instead of 66A.
      3.  At this distance 1A2, FC 1A+B, 11_77A can still be eaten by high damage
          B attacks and are steppable too - to Mitsu's: 1A2-right, FC1A+B-Left,
          11_77A-right.  They're still usable for anti-step for one side or the
          other.  11_77A is nice because it side steps and is TC.  Technically,
          these moves are steppable to both sides, but one side is more steppable
          than the other.
      4.  If you can do the 2G block consistantly, then bA is great.
          Otherwise, be mindful of it's slow recovery.
      5.  bA MD throw - don't know what to say, but it should be mentioned.
      6.  11_77BA - The 2nd attack is anti-step, but I prefer using this as an
          anti-horizontal attack because its hard to rush in with this except as
          {66987_66321}BAB.  While as an anti-horizontal the inputs are
          {11_77}BAB or {221_887}BAB.  Much easier to use as an anti-horizontal.
          It can be used as an anti-vertical move also, but I much prefer 22_88B
          for that.
      7.  33_99A - What can I say?  Its there.  If you have a stratedgy for
          getting the stun from this move, its golden.  If not, I prefer 4A.
    
    Note if the opponent is not turtling then both of you are trading hits.  See
    also, above on "Train your opponent to attack vertically or horizontally".
    See also MST, RLC, HMD, and FMD mix-ups further below.
    
    Long range mix-ups
    ------------------
    Long range is anywhere 33_99B can't hit.
    
    {66A+BG mix-ups}_kB2_4KB_1A2_{FMD mix-ups}_{HMD mix-ups}_{CD mix-ups}
    
    The problems here are about getting back into medium range.  Your only long
    range anti-step tools are FMD A, 1A2, HMD AA_BB, and CD FC 1A+B.  They are all
    pretty easy to recognize/react against at this distance.  So its easy to wait
    see if you're going to use kB2, 4KB.  Then bam! they side step.  Your only
    lows are 1A2 and CD FC 1A+B.  66A+B is probably the best tool because it can
    bring you back to short range where you can cancel the 66A+B and and go for
    the 2KB_3B_{BT FC 2A_2K} mix-ups.  I really don't have much to say at this
    range because I'm no good with the FMD mix-ups and have had only limited
    success with the 66A+B mix-ups.  HMD mix-ups are all blockable at this
    distance and CD mix-ups will still involve only 66A+B_FC 1A+B.  There have
    been few strats for long range discussed in the forums.  Most of the time I
    just inch forward carefully.  Inching forward carefully seemed to be highly
    recommended in the forums at this range.
    
    Okieme/wake-up
    --------------
    This is where Mitsu's greatest damage comes from.  If you are good at Mitsu's
    okieme your only objective is to get your opponent on the ground twice.  Once
    in the first round and once in the second round.  Because on the ground Mitsu
    is capable of keeping them on the ground.  How?  2KB_3B!  2KB does good damage
    is a low attack and puts the opponent on the ground.  3B is a mid hitting
    launcher that induces great pain in the opponent and leads into okieme.  There
    is one flaw to this mix-up.  The whole mix-up can be side-stepped to Mitsu's
    left.  However, many people aren't skilled enough to do that, some characters
    are slow at stepping, many people didn't know this mix-up had this flaw, and
    many more people who play the 2P side have trouble stepping to Mitsu's left.
    For a vast majority, Mitsu's 2KB_3B mix-up is a true 50/50 mix-up.  For now,
    let's treat it as such.  We'll deal with its flaws in a little bit.
    
    Except for the opponent going to Mitsu's left or backing up,  2KB_3B is the
    perfect 50/50 mix-up.  Both moves put the opponent back on the ground.  Each
    move compliments the other.  2KB must be blocked low while 3B must be blocked
    high.  If they guess incorrectly what Mitsu will do, the opponent will end up
    on the ground and will have to again guess whether Mitsu will do 2KB or 3B.
    Once on the ground, the opponent has to forever guess.  If they consistantly
    guess wrong, they'll stay on the ground and never get up.  This is not an
    exaggeration.  Mitsu can win the round the first time he grounds an opponent.
    Before this mix-up's flaws were known, Mitsu could expect to take out a whole
    life bar out of an opponent every time he got them on the ground.  This okieme
    mix-up is Mitsu's simplest and is also his hardest hitting.  This is the
    okieme of choice when Mitsu grounds an opponent.  There are other okieme
    options, but I'll start with this one since its the simplest, while still
    being most effective.
    
    So what are the flaws to this mix-up.  The whole mix-up can be avoided by
    rolling or stepping to Mitsu's left.  In many cases both can be avoided by
    back dashing or rolling back.  So what do you do?  Well you have to have some
    thing that will covers your left and something that covers back dashing.
    Moves that cover your left are 33_99BB.  Also 1K is fast enough to pretty much
    cover anything they do.  I myself use 2KB_{33_99B} as a 50/50 mix-up because
    2KB covers people who step to Mitsu's right while 33_99B covers (not
    perfectly) people who step Mitsu's left.  Those two moves are pretty much it
    for covering the left.  The problem is that 33_99B does not perfectly cover
    your left and 1K is actually steppable (but 1K's usually fast enough to not be
    stepped).  We'll get back to 1K though.  What about people who roll backwards?
    Well, many times your opponent will be just far enough from you that they can
    roll away from you.  Your best move would be 66A+B_66A+BG.  However, you have
    to know they're going to roll back on a consistant basis because a WS attack
    will beat your 66A+B option.  The more moves you need to cover the opponents
    escape in a mix-ups means they have more choices available to escape you.
    That's not good, but there's not much you can do about it if your opponent
    start going to your left or backing up during your okieme.  Another option
    against people going to your left is to actually wait and see what the
    opponent does and if they roll to your left you can step with them and hit
    them with 2KB_1K_{33_99BB}
    
    To give you more okieme options to dazzle your opponent when they get used to
    Mitsu's standard 2KB_3B mix-up, here's a list of moves that hit grounded:
    
    1A2 - On hit, a buffered FC 2B hits quite often.
    44B - Practice doing 66A+B_66A+BG immediately after you see them fall if
          you're the type that doesn't do the full 44BB.
    44B - Okieme options aren't so good with this.  Again 66A+B_66A+BG is probably
          your best option.
    2B  - You don't have much frame advantage with this, but its fast and you can
          use it to condition your opponent to IMMEDIATELY block high when they
          are grounded.
    1B  - Not really sure how to use this in okieme.
    3B  - This is like 2B only its just a tad slower, but does more damage and can
          lead to launch and more okieme.  Definitely a choice okieme move.
    2KB - fast, damaging, hits low, and leads to okieme.  Would be the best move
          in the game if it weren't for two flaws.  Its steppable to Mitsu's left
          and its BS is attrocious.
    22_88B - I don't use this effectively in okieme and people don't mention it in
             the forums for okieme, but it's just too cool to not use.  :^)
    33_99BB - This is like 3B except it'll have a good chance of hitting someone
              rolling to your left and rolling back.  It has the same iframe as
              3B so I always try to use this over 3B.  Still 3B seems faster than
              33_99B.
    11_77BAB - Both B's hit grounded, but not the A
    66BBB (the third B) - Not recommended for use unless your HMD skills are good.
                          Even then I wouldn't recommend it.  The 2nd attack might
                          hit grounded, but I no longer remember.
    1K - Does piddly damage, but it leads to FC mix-ups and the dread {FC 1BB}.
    A+B - If they like to sit on the ground waiting for you to do something, this
          does great damage.  Beware, the second attack can be avoided by side
          rolling.
    2A+B -  Avoidable by side rolling.  However, the HS/BS of this move are worth
            the risk if you cover side rolling well in your mix-ups.
    66A+B - Your ultimate SCREW YOU okieme option.  But, its weak to WS attacks.
    B+K - Its possible to get the AT off this during okieme.  See B+K above.
    kB2 - I'm not sure how to use this in okieme, but people have said it can
          cover Mitsu's left side.  It most excellently covers back rolling.
    MST K - This is for your MST mix-ups.
    RLC K - This is for your RLC mix-ups.
    HMD K - This is for your HMD mix-ups.  HMD mix-ups for okieme are hard because
            the BS for HMD K is pretty bad.
    HMD B - This may hit grounded.  You'll have to test it yourself.
    FMD K - If you can figure out how to do okieme with FMD write a FAQ about it.
            With FMDcr and the quasi-jumping FMD from FMDcr that players have been
            using, okieme with FMD seems feasiable now.
    FC 1K - for FC mix-ups
    FC 1A+B - for FC mix-ups
    FC 1BB - for FC mix-ups
    WS A+B - for FC mix-ups
    RCC 2KB - for FC mix-ups
    WL A - for jumping mix-ups
    WL B - for jumping mix-ups
    WJ B - for jumping mix-ups
    [G]9A+B - not recommended
    BT 2K - leads to {mid hitting attacks}_throw mix-ups.
    
    I'd don't think the above list is complete.  I know I missed a few.
    
    Next are popular okieme strats that were mentioned in the forums:
    
    1K okieme
    The 1K itself does piddly damage, but leads into FC mix-ups with {FC 1BB}.
    The FC mix-ups may be weak to opponents stepping to Mitsu's left.
    After a 1K, another 1K conditions them to block low. {FC 1A+B} punishes them
    if they don't take the 1K bait and covers step to the right.  {FC 1BB} calls
    down the wrath of the heavens if they do take the 1K bait.  {FC 3B} takes care
    of people who roll back.  I'm not quite sure how to cover Mitsu's left though.
    People at my arcade haven't figured that weakness out yet, mostly because I
    just started using it and its summer time so serious competition is gone.  All
    I can say is the 2nd A of {WS AA}, {RCC AA}, and {RCC 6A} may cover your left.
    I haven't tested to see how well they do, so you'll have to do your own
    testing.  See also FC moves above.
    
    MST okieme
    This is mainly against people who like to stand immediately after getting
    knocked down.  Against opponents who immediately wake (get up) do MST B, to
    condition them to block high, stay on the ground, or roll.  From there, MST K
    covers people who stay on the ground or block high.  This okieme is weak to
    side rolling.  You can also start out with conditioning your opponent to block
    low using MST K.  The okieme is now reversed.  See also MST above and MST
    mix-ups below.  Another variation is with {MST A}, {MST K}_{MST B}.  Instead
    of going straight to MST K or MST B, whiff a MST A.  This not only prevents
    fast retaliation and encourages the opponent to get up right after, but it
    also allows you leeway to change your tactics if the opponent rolls after your
    whiffed MST A.  You'll realign yourself with your opponent simply by tapping
    the 6 direction.
    
    RLC okieme
    This starts out by using RLC K to get them to block low.  Once conditioned to
    block low start using RLC B.  This okieme is weak to side rolling also.
    Another way to start this okieme is when you go against an opponent who
    immediately executes WS attacks from the ground.  Against such opponents
    RLC A+B+K will GI nearly all of their attacks.  When they are in fear of
    attacking they sit on the ground ripe for RLC K or RLC B.  A practical
    usage of this okieme comes after hitting an opponent in the air with 44[A].
    See also RLC above and RLC mix-ups below.
    
    CD okieme
    I can't say much about this, but it has been mentioned that it is good for
    okieme.  I don't remember the stratedgy, but its pretty much the same as the
    1K okieme except that WS and normal moves are easier to pull off and you have
    more more range to the okieme.  See also CD above and CD mix-ups below.  The
    reason I can't say more is because my CD sucks and while CD was mentioned for
    okieme, there wasn't a full blown discussion on it.
    
    66A+B okieme
    If they are at your feet about a medium distance away or like to roll back
    immediately this okieme is probably your best bet because of the cancel.  Use
    66A+B to condition them to block high or step.  When they are conditioned to
    block high start using 66A+BG, 2KB.  If they start stepping to your left,
    you'll have to practice the JF BT moves from 66A+BG and use BT 2K.  See also
    66A+B and BT 2K above.  At medium range its hard to go wrong with this okieme.
    
    Getting up from off the ground
    ------------------------------
    Sorry I no longer have the time to fill this section.  Maybe on my next
    update.  One thing to remember is that you can block while on the ground.
    Simply press G on impact, to gaurd against non-low attacks.  I believe the
    inputs to gaurd against a low is {1_2_3 G}.  Again the input must be done just
    at the moment the attack would hit you.  When you get good at blocking attacks
    from the ground, this becomes your best option when you're grounded.
    
    Launch mix-ups
    --------------
    Again, I must apologize as I no longer have the time to fill this important
    section except with rudimentary details.  Of which you see none.
    
    Some Good Mix-up starters
    -------------------------
    The following list of moves are moves that lead into good mix-up options.
    I'll call them mix-up starters.  Keep in mind that the mix-ups that you choose
    to follow with are only possible if the mix-up starter hits the opponent.  If
    its blocked and they are good you can get hit.
    
    11_77BA - use G-Cancel and MST cancel mix-ups
    66A - Use HMD mix-ups
    1K - Use FC_WS_RCC mix-ups.  Use 1K to lead into FC 1BB mix-ups
    FC 1BB - If the first B hit, this move is your Supreme Leader for mix-ups.
             See FC 1BB above.
    
    The following aren't dependant on a hit to pull off the mix-up, but are
    dependant on your mind game skills vs. that of your opponent.
    
    A - concentrate on mix-ups with 2KB_throw_33K.
    2A - Same as 1K above.
    AA - concentrate on mix-ups with 4A_6A_6B_1A2_{FC 1A+B}
    4A - At medium range 4A works well with any mix-up strat you have.
         So find a style.  I tend to use 6K to condition them to block high, duck,
         or back dash.  Then I'll mix-up it up from there.  The opponent seems to
         to be effected pychologically every time I get the KD with 6K.
    22_88A - On hit the mix-ups with this baby reach to the sky.  See 8WR2_8AA
             above.  Hell, on block you can still mix it up.
    6A - If you're not good at seeing CH flash stick with an AA follow-up,
         otherwise depending on your distance go with a 2KB mix-up at short range
         and FC mix-ups at outer short range.  See also 6A above.
    CD - Skys the limit with this one.  See also CD above.
    66A+BG - See 66A+B above.
    KB2 - On block, your mix-ups start with 33K to condition your opponent to
          block high or GI.  Once conditioned that way, you have 2KB_throw_33K
          mix-ups. If they're starting to GI, you have delayed moves mix-ups and
          slow move mix-ups to get them to whiff their GI attempt.
    A_B_K - Can't give any info on this, but it should be mentioned.
    
    post GI - I'm not good at post GI.  I can re-GI, but that's the extent of my
              GI mind games.  However, I do know that against higher level
              competition B+K, 4B+K, 1[B], WL A, WJ A, A+B, 66A+B, and MST serve
              to pull out a whiffed GI on your opponent.
    
    FC 1BB mix-ups
    --------------
    Some great ways to lead into FC 1BB is with CD, anticipate a high attack, or
    just whip out a iFC 1BB within its range.  Using the CD to go into FC 1BB is
    probably your safest bet.  I prefer anticipating a high attack because I'm not
    very good at my CD mix-ups and whipping out {iFC 1B}_{iFC 1BB} isn't such a
    bad thing to do at medium range because of its reach.
    
    The mix-up is after the launch of the first B.  After landing the opponent
    will either get hit with the 2nd B or they'll get the GC if they input 4G.  If
    they get hit.  Mitsu can go into a 66A+B_66A+BG mix-up.  If Mitsu gets the GC
    on the opponent an immediate 66A+B is guaranteed to hit, always!  The only
    thing that will save them is to GI.  But bad news for the opponent, 66A+B can
    be canceled into a 3B_2KB mix-up.  All of Mitsu's options lead to good okieme,
    now.  Even worse is that if you do follow up and hit with 66A+B a 2A is
    guaranteed and makes the opponent instantly stand.  Unless they are instantly
    prepared, Mitsu again has a 3B_2KB mix-up opportunity.
    
    Here's the notation of your mix-up choices.
    Without the GC: 66A+B is blockable
    FC 1BB, {66A+B, 2A, 3B_2KB}_{66A+BG, 3B_2KB}
    
    With the GC: 66A+B is not blockable!!
    FC 1BB, {66A+B, 2A, 3B_2KB}_{66A+BG, 3B_2KB}
    
    2KB can be replaced with BT 2A to cover stepping.  Because of BT 2A's
    recovery, Mitsu will have good mix-up options of
    throw_1K_WS AA_{RCC 3B}_{RCC 2KB}
    
    A good player will chose to get hit by the 2nd B of {FC 1BB} rather than take
    the chance of taking even greater damage AND giving Mitsu good okieme options.
    
    Incorporate FC 1BB into your game.  This is good damage and makes the opponent
    fear to use fast, high, anti-step horizontals.
    
    kB2 mix-ups
    ------------
    After a blocked kB2 you have 6 frames of advantage.  With that advantage, the
    simplest mix-up to do is 33K_2KB.  Condition them to block high with 33K.
    Then when they least expect it use 2KB.  Except for people who say they can
    block 2KB on reaction, the only way to escape this mix-up is to GI.  If they
    can block your 2KB then you'll have to use a 33K_throw_1K mix-up instead.
    Then go to FC mix-ups after a 1K.  See also 1K mix-ups above.  If they think
    you'll GI just go with slow moves or delayable moves like A+B_1[B].  With 6
    frames of advantage you can pretty make up any mix-up you want and it will
    still be good.  But always use 33K as your trainer.
    
    The G-CANCEL mix-ups
    --------------------
    66A+BG
    The best time to use this is during okieme.  Many times you'll ground
    your opponent a medium distance away.  66A+B closes the gap fast.  Unless they
    can block 2KB on reaction they have to chose to block high, block low, side
    roll, or GI.  Back rolling may not be an option.  Depending on your frame
    advantage side rolling may not be an option either.
    
    Start by conditioning them to immediately block.  It's a pretty safe thing to
    do.  When they are properly trained, do the G-Cancel and use the 2KB_3B
    mix-up.  To better cover stepping you can replace the 2KB with BT 2K and then
    lead into a throw_{WS AA}_{RCC 2KB}_{RCC 3B}_{FC mix-ups}.
    
    Anytime your opponent is on the ground a bit of a distance away, 66A+B_66A+BG
    is your best move to do.  See also BT Study and 66A+B.
    
    11_77BABG
    I think I said everything I needed to say in the 8WR1_7BAB series section.
    See 8WR1_7BAB series above.
    
    A+BG
    I don't have much to say because its only an OK cancel.  See also A+B above.
    
    33_99BB, G
    See also 8WR3_9BB and BT Study above.  I'm not sure how good this cancel is.
    
    {A_B_K}~G
    I've sucked at using them.  But give it a try.
    
    I believe I am missing about 10 other cancels, outside of HMD and FMD cancels.
    
    CD mix-ups
    ----------
    
    Sorry, this is empty.
    
    
    MST mix-ups
    -----------
    Mix-ups with Mist revolve around your fast MST aB6.  Conditioning starts with
    MST aB6 (or with you GI freaks it starts with MST A+B).  In either case, let's
    just stick with MST aB.  MST A+B I'll deal with further down.  MST aB6
    conditions your opponent to turtle or duck.  Why? Because MST aB6 tracks, is
    fast, is safe, leads to good okieme, and is oh so damaging.  Once they start
    ducking MST B6 eats them alive and leaves them in good okieme position.  If
    they start to turtle, you have {MST throw} and MST K to put fear into them.
    At this point, turtling (sometimes GI) is the best option for the opponent.
    Once they start turtling (or GIing) you have {MST throw_aGA_K}  to keeping
    them guessing.  In a nutshell the following is your simplest and most
    effective MST mix-up.  MST {aB6_B_throw_K).  Now, because MST aB6 is so
    powerful MST has a second mix-up;  MST {aB6_{A, K}}.  This mix-up involves
    mixing the 2nd attack between a mid attack (B) and a low attack (K).  With
    just these two mix-ups you'll lead your opponent to start relying on GI or
    they'll really practive side-stepping you.  If they start to GI, you can
    further mess with them by entering Relic stance at the points you expect them
    to GI.
    
    Flaws to this mix-ups?  Yes i10 and i11 attacks will beat the MST aB.  But i10
    and i11 attacks are short range attacks.  Hmmm can't explain it, but MST aB6
    still does well against characters with i10 and i11 attacks.  If not, MST A+B
    will Auto-GI nearly all high and mid attacks.  However, MST A+B has its own
    flaws.  When you start abusing MST A+B you'll find opponents will be able to
    reliablaly GI your MST A+B after your Auto-GI.  Why?  Because time between
    the Auto-GI flash and the impact frame is always the same.  If you depend on
    the Auto-GI of MST A+B too much, your opponent will get practice GIing it.
    Another flaw is that, while MST aB tracks well it can still be side-stepped.
    Also MST K can be stepped to the left and sometimes to the right as well.  Be
    aware.
    
    Just so you know, the MST stance itself tracks by tapping a direction.   So to
    have even better tracking, simply tap a direction before you tap aB.  The 6
    direction seems to track the fastest.  You can beat most of your opponents
    options with this.  But what do you do if your Mist starts to get pwned by the
    opposition?  Start practicing your HMD mix-ups.
    
    This mix-up is within Mitsu's top 5 most effective mix-ups.  See also, MST
    above for moves that end in MST.
    
    RLC mix-ups
    -----------
    Mix ups with RLC are very hard because its all retalitory.  Instead of
    thinking of a way to attack, with RLC you are thinking of how the opponent
    will attack you.  You definitely have to be familiar with the fighting
    patterns of your opponent and the fighting patterns of the character they use.
    RLC moves have terrible recovery, RLC B is weak to side stepping, RLC A is
    just plain unsafe, RLC K is scary to use, and RLC A+B+K is only good against
    horizontals.  However, against someone who side-steps against RLC, RLC A gets
    them good.  Against someone who likes to use verticals, RLC B owns them.
    Against someone who likes to use horizontals, RLC A+B+K will own them.  Also,
    if you can get the spacing just right with the stance shift, you can use the
    RLC stance shift to just barely back away from an attack then hit them with
    RLC B.  This would be much the same tactic as the 4B attack.  RLC B makes an
    opponent fearful of using vertical attacks and RLC A+B+K makes an opponent
    fearful of using too many horizontal attacks.  If you are a wiz at spacing
    Mitsu during the RLC stance shift; RLC B owns all.  If you are good at
    anticipating your opponent's attack, shifting to RLC will make them turtle.
    When that happens you'll have a new dimension to your RLC mix-ups.  Once they
    turtle you can press B+K to stance shift to Mist.  4A+B->MST B hurts a lot of
    people!  Getting back to Relic; mix-ups with Relic are just plain hard because
    they are almost purely passive aggressive.
    
    Extreamly good players say you can use RLC moves on reaction, but for the
    majority of us HUMAN beings, you can't.  If you're not human, go for it!
    
    As for mixing up with the unblockables from RLC, you'll have to think yourself
    because using the UBs is dependant on how the opponent plays and how well they
    react to sight of the flames.  There are very good strats for using the UBs
    when the opponent is against the wall.  However, I couldn't dig them out of
    the forums.
    
    Two other things to mention is that whiffing RLC A+B+K can provoke an
    immediate attack.  This is a good thing because RLC A+B+K recovers fast enough
    for another RLC A+B+K or RLC B.  Also, don't stay in Relic too long.  Its most
    effective when used immediately, but becomes unsafe with time (unless you're
    one of the "Extreamly good players").
    
    See also RLC above for moves that end in RLC.
    
    HMD mix-ups
    -----------
    Half Moon Death Mix-ups all start with HMD~A.  If you hit with HMD~A you can
    go directly into an AA_throw_2KB_3A mix-up.  The HMD~A trains your opponent to
    turtle or duck.  If they start ducking HMD BB~22_88B will punish them
    severely.  Though HMD~A can take care of stepping
    {HMD AA:4A+B,B}_{HMD AA~22_88B} is much harder to step does it with more pain.
    But what if they turtle?  Turtling pretty much cancels all your HMD mix-ups.
    But that's good too because HMD can be canceled by the MST or RLC input
    {6A+B_4A+B}.  If they don't turtle, you'll have your full MST or RLC mix-ups
    to work with!  If they do turtle you can break them with {MST throw_K} or even
    do MD b2_8 Throw by canceling MST.  With the MST and RLC cancel, HMD covers
    all options the opponent has.  The bad thing is that HMD has too many options.
    The best mix-ups have only a few options that cover a wide range of evasions
    and attacks.  With HMD you really have to concentrate on training your
    opponent to do what you want them to do.  The best way to do that is to start
    with heavy useage of HMD~A.
    
    You can replace HMD~A useage with HMD bA.  But I prefer HMD~A.  See also HMD
    above for moves that end with HMD.
    
    FMD mix-ups
    ------------
    Full Moon Death is now complicated, but probably the most versatile stance
    Mitsu has because of FMDcr.  I don't even know where to begin so I'll give you
    what helped me ... Tharon_Mortis.  The full discussion is found at the forums
    at www.soulcalibur.com, under "reliable way for FMD -> MST" or just search
    under Tharon_Mortis.  It behooves you to read the original thread.
    
    BEGIN quote by Tharon_Mortis on "reliable way for FMDcr -> MST"
    I have found a relatively simple way to almost immediately switch from
    crouching FMD to Mist. It may be neither easy to understand nor to perform,
    but I'll do my best to keep it short and informative.
    
    You need to master the FMDcr sequence in the first place. Only this allows
    you to focus on the remaining commands. Here's a reliable transcript: Input
    2G in a single frame = at the same time. Immediately release G. Mitsurugi is
    considered crouched. You may want to hold 2 for another frame to ensure this.
    If you now release 2 Mitsurugi stands up - follow up with any WS attack to
    practice the timing for the 2G motion. You could also hold 2 for another frame
    and end up fully crouched - link to any FC attack for practicing purposes.
    
    The next step is switching from 2 to 3B+K, another single frame input. It's
    important that you were holding 2 in the very frame before inputting 3B+K.
    Don't release too early. You should end up in FMDcr.  You may want to hold 3
    for another frame as long as you are still unsure of the timing. Otherwise,
    Mitsurugi might pop up to regular FMD instead of staying crouched. You may
    also want to switch from 3 to 2, so you don't move towards your opponent.
    
    Once in FMDcr, you've quite a few options.
    
    I'll start with transition to MS.
    Here's the trick: after having entered FMDcr, keep holding [3B+K].
    Yep, you're right; after a few frames of hold time, you'll end up with the
    FMD "b6 look-alike" Kendo chop. You won't have to hold that long. Gives you a
    pretty good idea of how soon the cancel must occur! It is actually quite easy.
    Tap G and add it to the buffer. You're holding [3B+K] +G. You can now fully
    focus on inputting a single 9A in the very next frame. Again, it's very
    important to follow up that G tap almost immediately with 9A. If you did it
    right, you end up in FMDcr MS. Note that the input of 9A marks the actual
    cancel - if you simply keep holding G, you'll just remain guarding all the way
    until the FMD chop occurs.
    
    FMDcr ~MS
    2G : 3B+K , [3B+K] +G : [3B+K+G] +9A
    
    This sequence can be reduced to about 6~7 frames. FMDcr~MS A impacts after
    approx. 32 frames. It can also be a good idea to continue to hold 3B+K for a
    few frames longer. Not only can you focus on the G : 9A part, it also enables
    you to better react on your opponent. If you hear button pressing, don't
    cancel at all and watch FMD [any] counterhit. Which at a later moment may well
    allow you to enter MS at lower risk.
    
    
    An important aspect: while in FMDcr you can guard at any moment. Enter FMDcr
    as usual. Let go 3B+K, keep holding 3. Add a G tap+hold. Optionally, add
    input of FMD A_B_K, you'll block incoming attacks even while charging FMD
    attacks. Any medium or high hits are automatically guarded. Even while holding
    1_2_3G, which should actually lead to crouch. Some selected high hitting moves
    whiff over your head. Only drawback: while in FMDcr, you can't possibly block
    low attacks!
    
    Brings a few more options into play; FMDcr allows for the whole bunch of
    jumping attacks: 9A_B_K, all WL moves. In addition, it's possible to launch
    FMD A_B_K and 2_8B+K sidestep to HMD after having landed. FMD K fits in as
    post-WL low poke. Jump backwards with 7, once in a while - gets you up to
    FMD A_B on a whiff.  You can also launch all three jumping cartwheels from
    FMDcr. They, too, jump over lows and may work as a surprise attack once in a
    while. Here are the notations for the bunch. You don't have to hold B+K this
    time, yet if you do you can always decide between MS or jumping.
    
    Jumping attacks
    2G : 3B+K : [ 3 ] : g~(7_8_9)(A_B_K)
    
    WL attacks
    2G : 3B+K : [ 3 ]+G : [3+G]
    
    Jumping Cartwheels
    2G : 3B+K : [ 3 ]+G : [3+G]~(7_8_9)A+B
    
    The jumping motion is somewhat vulnerable and may provoke quick attacks.
    That's something you can capitalize on. Keep holding 3B+K = FMD chop. If you
    add [G]~7_8_9, Mitsurugi shortly lifts off before executing it.
    Alternatively, stay in FMD, continuously hold G and then wiggle the joystick
    in any direction. Mitsurugi spasmically lowers and raises. This may well
    provoke attacks which you'll block and end up at advantage.
    
    Mitsurugi can also switch from FMDcr to Relic, another defensive option.
    While transition to Mist was 9A+B, Relic takes 7A+B. Unfortunately, it can't
    be buffered at all! Ends up with 7A jumping attack.
    Here's how you've to do it:
    
    FMDcr ~RL
    2G : 3B+K , [ 3 ]+G : [G]+7A+B
    
    Input G 1 frame before 7A+B. Then make sure you hold it in the frame you
    input 7A+B. After that, IMMEDIATELY release! If you keep holding for longer
    than 1 frame, you end up with a jumping cartwheel or 7A.
    
    You can also enter MS with this technique. While it may be a lot harder, it'll
    enable you to enter MS / RL at any point of FMDcr.
    
    There is also a way to switch from FMDcr to HMD at an earlier moment than just
    waiting for regular HMD 2_8B+K transition.  Buffer hold 3B+K, add a single G
    tap, add it to the buffer and conclude with an immediate 8A. Very similar to
    MS-sequence.
    
    FMDcr ~HMD
    2G : 3B+K , [3B+K] +G : [3B+K+G] +8A
    
    It's also possible to use this fast HMD transition later during the animation
    of FMDcr. This requires a different input:
    
    HMDcr *HMD
    2G : 3B+K , [ 3 ] +G : [G]+8B+K
    
    Note that unlike delayed RL / MS, you don't have to JF release G.
    You can simply continue to hold it. There is still a 1FS involved, from G to
    8B+K.
    
    As if he didn't have enough defensive options already, Mitsurugi can actually
    use both GIs in FMDcr.
    Here's how it's done:
    
    2G : 3B+K : [ 3 ] +G : [G]+4_6G
    
    This is pretty easy. Just keep holding [G], you'll be able to input 4_6G at
    any point of the FMDcr animation.
    
    Update:
    By inputting G:9B+K (keep holding G while inputting 9B+K), Mitsurugi resets
    the FMD windup and starts again. Unfortunately, this doesn't leave him in
    FMDcr, but rather immobile standing FMD. Regardless, you'll be able to reset
    much sooner than by waiting for the 6_3_1_4_7_9B+K reset. This can be very
    confusing, especially if you go for the FMD [any] chop after a quick reset.
    
    END quote by Tharon_Mortis on "reliable way for FMDcr -> MST"
    If you read all that and applied it, you are guaranteed to get applause from
    anyone watching you!  You will also have the complete satisfaction of having
    pulled off his most complicated mix-up game.  Mitsu?  Simple?  I say <BBBRRPP>
    to that!  Actually his HMD mix-ups are probably more complicated, but the FMD
    mix-ups are technically/physically harder to do.
    
    
    
    *****************************************************************************
    AIR COMBOS
    *****************************************************************************
    Note: Any attack that can hit an opponent in the air is guarunteed when it is
    the first attack.  An opponent cannot AC (Air Control) until they have been
    hit in the air at least once.
    
    The best guaranteed damage after a launch is 236B.  You can get even greater
    damage with 236[B].  You'll whiff it if you get the timing of the 236[B]
    wrong.
    
    However, many, myself included, go for air combos that lead to good okieme.
    With Mitsu's okieme game so strong you have to chose between the gauranteed
    damage of 236B or going for the POSSIBILITY of greater damage with okieme.
    
    ******************************************************************************
    DEALING WITH SIDE-STEPPERS
    ******************************************************************************
    Because Mitsu's best attacks are vertical, many beginners start to become
    dependant on them.  That's a bad idea.  Soon you'll see that your verticals
    will regularly get stepped.  So here's a section devoted entirely on stopping
    your opponent from stepping you.  How? By using horizontals.
    
    First here's some facts about horizontals.  All of Mitsu's, actually all
    characters (long range characters are treated a bit differently) horizontals
    can be stepped from the side they start from.  Horizontals hit somewhere
    around the front of Mitsu and to the side the swing ends with.  Only very fast
    2 swing horizontals and fast spin horizontals are the only moves that are near
    unstepable (they can be stepped, tho). Also, some moves are slow (like 1A and
    FC 1A+B) or don't go all the way around Mitsu's side (like 11_77A or 3A or
    even A). If the opponent is at the right place at the right time these moves
    can be also stepped from the side the swing ends with.
    
    L=Left, R=Right
    
    Horzontals that swing Right to Left
    Horizontal --- sword swing direction
    11_77A     --- slow, recognizable; usable only at medium range; Best used as
                   a TC hitting low.
    3A         --- extreme short range
    6K_{8WR2_8K} --- This can be stepped to the left if the opponent is very
                   close to Mitsu.  I'm not sure this can be stepped to his right.
                   Only good for short range.
    6A         --- Very nice move! HS=+6 on CH HS=+11, BS=-6, covers your left
                   side well; only good for short range.
    A6_4A+K    --- god-awful recovery; use in long range
    66AA       --- first A goes R to L; 2nd goes L to R; use in Medium range,
                   Mitsu's of this forum have a known distaste for this move;
                   why?? The second A is unsafe. Use 66A2_8->HMD ~A instead
    66A2_8->HMD ~A --- R to L, R to L; hard to step
    HMD AA     --- R-to L, L to R; easily blocked, near easy to interrupt HMD;
                   hard to step; see HMD and HMD mix-ups for more info.
    44A        --- R to L; use only at medium distance, this may be steppable
                   Mitsu's left (not his right).  This is because this is one of
                   Mitsu's horizontal spin attacks and his sword passes his left
                   side before the move's impact frame.  I not certain of which
                   side its steppable to because I've never seen it stepped.
    
    Horizontals that go Left to Right
    K          --- Fast recovery; poke damage; this is steppable to both sides
                   but its fast enough with enough horizontal swing that human
                   players can't step it;  Usable only at short range.
    22_88AA    --- R to L, R to L; Usable at short range; last A is a mind-game
                   and can be replaced with a medium range attack; the 2nd A can
                   cover you against someone that 8WRed to your back; though its
                   a horizontal, its best use is as an anti-vertical attack
    HMD ~A     --- your fastest attack at i8; hard to step
    A          --- your 2nd fastest attack at i10~i11, use this for better post
                   hit/post block frame advantage over AA; yes this can be stepped
                   to Mitsu's left.  Only usable at short range.
    AA         --- L to R,R to L; hard to step; use this to cover your left at
                   short range
    2A         --- your 3rd fastest attack at i11 and its TC; usable only for
                   short range; yes, its steppable to Mitsu's left
    4A         --- L to R; Best used at medium range, can be used at short range;
                   at medium distance its hard to step;  this may be steppable
                   Mitsu's right (not his left).  This is because this is one of
                   Mitsu's horizontal spin attacks and his sword passes his right
                   side before the move's impact frame.  I not certain of which
                   side its steppable to because I've only seen stepped once and
                   I've forgotten which side was used.
    
    RLC a      --- L to R ( decent anti-step if your already in RLC )
    MST K      --- TC; but steppable to both sides, but much more steppable to
                   Mitsu's left
    bA         --- can cancel recovery; can lead to MD throw; safe because of
                   B step and 2G, at its near max range it can also be stepped to
                   his right. I am not sure of the step properties of this move
                   because of Tharon_Mortis's posting of using it to induce a BT
                   state.
    2K         --- can eat some serious retaliation on block, at it's max range it
                   can be stepped from both sides
    FC1A+B     --- can be blocked on reaction, it can be stepped to Mitsu's left;
                   can also be stepped to his right, but its a bit harder to do;
                   It is TC
    1A2        --- L to R --- can be blocked on reaction, this is another of
                   Mitsu's spin horizontals; it can be stepped on the right by
                   running ahead of the blade; It is TC.
    7_8_9A     --- slow execution speed but the mix-ups after it are sweet;  See
                   also {WJ A}
    
    
    WL A       --- ? to ? --- slow exectuion peed??
    BT Horizontals --- ? to ? --- no ??
    
    Verticals that most people agree - tracks well
    33_99B  --- R to L
    11_77BA --- R to L, L to R
    33_99K  --- Tracks best to his left?
    MST aB  --- vertical --- Must be SS twice
    A+B     --- L to R, R to L --- stepped by first SS to Mitsu's Left then SS to
                Mitsu's right or step quickly twice to Mitsu's left, opponent must
                step twice to avoid
    6b:3 has some strangely good tracking if done post KD
    6a+b~MST b ( has some weird tracking properties when done immediately... just
    continue to hold the 6 as you do MST b... it catches a stepping Ivy )
    JFC B2_8 MD throw (the throw tracks like whoa).
    
    Verticals that have a small horizontal hit component
    kB - can hit a stepper on going to Mitsu's -- left?? sorry you have to check
    66A+B - can hit a stepper going to Mitsu's -- right?? sorry you have to check
    22_88B - to Mitsu's -- which side?? sorry but you have to check
    
    
    A, 2A, AA, 3A, 6A, 2K, K, can't be used in medium range. Except for 2K, these
    short range horizontals are Mitsu's best step killers. Also except for 6A and
    AA they can all be stepped to Mitsu's left. Against Hard AI my Mitsu can step
    behind Xiangua when at very close range, so you know Mitsu can be raped the
    same way if you get predictable with your horizontals.
    
    4A is his next best all around anti-step horizontal, its best at medium range,
    but does poke damage and doesn't flow too well into more offensive attack
    except thru an interupptable MST. (sorry forgot to put this one the first
    time) Basically, you have to mix it up after 4A. But still its your best
    medium range anti-step tool.
    
    6K I think is debatabe as to what range its best at. For me I use it to keep
    opponents from going into short range because on CH it KD and away. Its also
    good to "throw" peeps out of short range because its i15 and after the
    opponent gets hit with your killer anti-step horizontals it becomes i9~i13.
    However, at very short range it becomes steppable to the left. Its range
    isn't equal to 4A, but is better than 6A.
    
    22_88AA: Debatable as a medium range step stopper, since the last A can be
    substituted with any attack in Mitsu's movelist (like 4A, 44A)
    
    66A: Medium range, but was once noted for being a hazard to Mitsu's health
    bar. However, 66A i23, HS +5~7, BS -8~-6. Also, 66A2_8->HMD~A is NC. So you
    can play with HMD mix-ups. So you decide.
    
    HMD ~A I never used it much, but when you see its i8 you'd be a fool not to
    use it.
    
    44A: Medium range, but again can be a hazard to Mitsu's health bar if not used
    at its optimum range (sorry you just have to have a feel for it).
    
    Stpping to Mitsu's left (opponent's Right) avoids Mitsu's more damaging
    horizontals and verticals. Stepping to Mitsu's left also avoids his most
    feared low, 2KB. The moves that can't be stepped offer poke damage or offer a
    disadvantage to Mitsu like 4A+K . Mitsu's only damaging and semi-safe cover
    on his left is 33_99BB which may or may not hit a stepper.
    
    One strat I have found useful is
    1:P 99B - 99B on player 1 side always steps mitsu to his left.
    2:P 33B - 33B on player 2 side always steps mitsu to his left.
    You have to let Mitsu actually make a step before executing to be sure you'll
    get a stepper going to your left.
    
    I can offer no proof that this works 100% against a stepper going to Mitsu's
    left, but I've never had a big problem with steppers.
    
    Also
    1:P 88B and 2:P 22B has always hit a stepper going to Mitsu's left.  It makes
    sense because stepping in same direction as the opponent aligns you back up
    with them fairly well.
    
    On the ground, I think only 1K covers Mitsu's left at short range. Sorry,
    33_99B will also cover a grounded opponent going left.
    
    **********
    END OF FAQ
    **********
    
    I had finished my FAQ somewhere toward the end of June of 2004.  I was rushed
    because I was entering the Navy on June 29, 2004.  But I then lost the final
    version just before my term of enlistment started.  It's May 2005; ten months
    since I have been able to come back and finish my FAQ.  Technically it's not
    finished because somewhere around 25% of my FAQ is missing.  Hopefully what is
    left is satisfactory to everyone.  All the information on this FAQ can be
    found at www.soulcalibur.com or found by playing the game <grin>.  Thanks
    again to everyone who replied to my posts in the SoulCalibur forum and to
    those whose answered my PMs.
    
    For questions, comments, or flames email me at jalf86@yahoo.com.