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    Seung Mina by MKim

    Version: 0.0.3c | Updated: 01/31/00 | Search Guide | Bookmark Guide

                                   Soul Calibur
                     "Welcome back to the Stage in History"
                              Seung Mi Na Moves List
                        For both the Namco Coin-Op Upright
              and the Sega Dreamcast Version developed and published
                                     by Namco
                       Compiled by Mark Kim (Vesther Fauransy)
                                   Version 0.0.3c
                Date of Completion: January 31, 2000 (No Time Given)
              Date of Public Release: January 31, 2000 (No Time Given)
    Copyright Information
    Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.
    All Rights Reserved.
     This file is basically derived from Namco America's official Soul
     Calibur site (http://www.soulcalibur.com) with the exception of
     some combos, notes, and other rants you may need to know about.
     This file is SHAREWARE and is strictly for entertainment use only.
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     file (Mark Kim), regardless whether the content is good or bad.
     Furthermore, only the following sites shall be granted an exclusive
     license to view this file over the web:
      * Verasnaship Interactive (http://www.verasnaship.net)
      * GameFAQs (http://www.gamefaqs.com)
      * Secrets of the Game Sages (http://www.gamesages.com)
      * Cheat Code Central (http://www.cheatcc.com)
      * Game Shark Code Creators Club (http://www.cmgsccc.com)
      * Al Amaloo (http://vgstrategies.about.com and
     It is a criminal act to reproduce and/or retransmit this file in
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     Currently, this document is being maintained and is the sole property
     of Mark Kim, and this file is protected by all applicable copyright,
     trademark, and patent laws in addition to all International Treaties.
     Any breach of copyright, trademark, and/or patents (which includes
     but not limited to plagiarism, stealing, laming, pirating, or otherwise)
     and/or using this document for any other purposes other than personal
     and private purposes, and/or illegal mirroring of this file (other than
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     disclaimer) is a direct violation of all applicable copyright laws,
     International Treaties, Patent Laws, US Title 107, and the Berne
     Copyright Bill of 1976.  Violators and Transgressors shall face severe
     civil and criminal penalties through the maximum extent possible by
     Mark Kim acknowledges and respects all copyrights, patents (pending
     or not), and trademarks whether if it's mentioned or not somewhere
     in either the FAQ Text File and/or site as no copyright infringement
     was intended. If for any reason I MUST USE any copyrighted resource,
     then credit will be given at the Acknowledgements Section for the
     common part.  Note that whenever I give credit, I WILL NOT REVEAL
     ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy
     of the people for whom I give credit to.  This file has been carefully
     written by Mark Kim in respect to all copyrights, patents, and
     Soul Calibur, the Soul Edge Sword, Siegfried Schtauffen, Nightmare,
     and all other Soul Calibur-related events and objects are registered
     trademarks and copyrighted (c) 1995, 1996, 1997, 1998 Namco, Ltd.  All
     Rights Reserved.  SoulCalibur.com is copyrighted (c) 1998 Namco America
     Inc.  All Rights Reserved. This document was carefully prepared and
     created by Mark Kim in respect to all Namco Properties, as no copyright
     infringement was intended.
    FAQ SO BE IT!!!  It is to remain in its original state, free of charge,
    and in one piece at all costs.  And that's the bottom line.
    Genre: Fighting
    Number of Players: Featuring head-to-head competition against two players
    or play against the computer
    Platform: Arcade and Dreamcast
    Usual Price: Arcade, 50 cents US; Dreamcast, Not Available
    Developer: Namco
    Publisher: Namco
    Dreamcast ESRB Rating: Teen for Strong Animated Violence
    Arcade AAMA Rating: Strong Animated Violence
    Features: Continue for Arcade, Memory Card Save for Dreamcast
    January 11, 1999
    I really don't like to play as Seung Mi Na because of her many low points
    (aside from her exceptional range and adequate variety), but since a lot
    of Soul Calibur Male Players appreciated Seung Mi Na's return, then I would
    have to give you guys a helping hand.  Though I am biased towards Siegfried
    and Astaroth (not to mention Rock), I WILL meet the demands of the many
    Seung Mi Na players around the world.  Be sure to visit my domain
    (http://www.verasnaship.net) to purchase your Year 2000-Fixer Software
    today as there are only 355 days until the 20th century ends.
    April 18, 1999
    Use of Vesther Fauransy Brand Name begins.  An emergency site has been
    given out in the event that you can't get the text file directly from
    Verasnaship Interactive.  Also, missing theories are being completed for
    the first time.  Nuts and Bolts for some extent...  Mi Na is the weakest
    character in the game meaning that she will take more time to get used
    to as opposed to Ivy, Xianghua, Sophitia, or even Taki.  Basically, nearly
    all of her moves are derived from Kilik's so I minus well throw my hat
    onto the ring.
    January 3, 2000
    It's been a while since I've last updated the move list for Seung Mi Na.
    I highly recommend that you go over this move list once again to see
    what twists and surprises that I have included.  Also, some of the
    legalese and the credits have been adjusted a bit in order to accomodate
    more space for more Soul Calibur-related stuff.
    January 29, 2000
    OOPS!!!  Sorry!!!  Got the Newsflash wrong!
    January 31, 2000
    Al Amaloo looks to be a promising licensee: I've given him my seal of
    approval to mirror 6 out of 8 Soul Calibur FAQs (Notice that I have yet
    to update 2 of them which is Astaroth and Rock, and I have to tune up
    Astaroth and Rock before I can give Al my seal of approval to mirror
    the Astaroth and Rock Move Lists).  The FAQs that Al now has in mirrored
    stock are Seung Mi Na, Nightmare, Siegfried, Voldo, Yoshimitsu, and
    Lizard Man.  I have yet to update both Astaroth and Rock so that it
    can be presently mirrored by Al Amaloo.  Thanks for your patience.
    - Newsflash
    - Reasons for a Massive Update
    - What is Soul Calibur?
    - What was the Seung Mi Na Move List intended for
    - Seung Mi Na Rants
    - Seung Mi Na at a glance
    - Starting Theories
    - Advanced Theories
    - The Notations
    - Move List
    - Combos
    - How to use Seung Mi Na efficiently
    - Seung Mi Na Ending
    - Playing your Soul Calibur Share
    - Do's and Dont's
    - Resources
    - Acknowledgements
    As always, newer versions of this document can be found at Verasnaship
    Interactive, which is my website (http://www.verasnaship.net to be
    exact).  If you have any suggestions, bug busts, or other things that
    you need to share with me, please point your browser to my convenient
    Web Mail Form (http://www.verasnaship.net/emailme.html).
    I give you explicit rights to e-mail me using the E-Mail Form, however
    USE OF AN E-MAIL CLIENT.  I will only be able to answer letters that
    have been submitted via the Form Mail Page (The URL again is
    http://www.verasnaship.net/emailme.html).  If you send any e-mail
    directly to my POP3 Mailbox through use of an E-Mail Client, then
    I won't answer it unless it came from the form mail page.
    This document must be viewed on a monotype font like Courier New or the
    alignment of this file will never be correct.  To fix the alignment
    problem while you are browsing throughout the web, please follow the
    1. On Netscape Navigator, click on Edit, and click on Preferences.
    2. On the Appearance Pane, click on Fonts
    3. On "Fixed Width Font", choose COURIER NEW as the font face and for
       the font size, click on "10".
    Here's a piece of useless text to make sure that the alignment of the
    file is correct:
    I highly recommend that you view this file through Edit.COM if you are
    either a Windows/DOS User or through SimpleText if you are a Mac User.
    Linux users should follow the directions on how to align this document
    Many months has passed since I have last updated this guide for Seung
    Mi Na.  However, I felt that I need to tighten my efforts a little bit
    more in order to include rants about how to really take advantage of
    Seung Mi Na's strengths and to tame Seung Mi Na as far as her major
    drawbacks are concerned.
    However, with Calibur out for the Dreamcast right now, it becomes
    obvious that you should try to buy the Dreamcast with Soul Calibur if
    perfection to Seung Mi Na is what you want.  For the Dreamcast version
    of Soul Calibur, the conditions on how to get the extra characters have
    changed.  IMO it's best to play Calibur at the Arcades, though.
    If you are concerned whether I will be creating FAQs for other characters,
    you are to be advised that I WILL NOT CREATE AN FAQ FOR TAKI, CERVANTES,
    OR OTHER CHARACTERS.  I have created enough FAQs for Soul Calibur, with
    my Siegfried Move List being the best effort since I was the first one
    to create a Sieg move list in the Net for Soul Calibur.
    Also, much of the reason why I have to refurbish my Seung Mi Na move list
    is because I felt that I could do a little bit better in order to explain
    how to really tame up her major drawbacks.  Her major drawbacks as far
    as I know of are poor hitting strength, mediocre vitality, poor KO
    Recovery times, and crappy throw reach.  In order to win, you definitely
    need to continue pounding and pounding right at your opponent.
    in ANY FIGHTING GAME, then DO NOT CHOOSE A CHARACTER simply because you
    like how they look.  You need to select a character that you will be able
    to last for more than 5 minutes on Versus Games the first time you play
    the fighting game.  Don't get all pissed if you can't master the
    character in one day as fighting games require you to spend a lot of
    time with one character and to take full advantages of a character's
    strengths while you tame the weaknesses to make the character work for
    your repetoire.
    For Soul Calibur, I don't recommend that you make Seung Mi Na your first
    character because of her aforementioned drawbacks.  You should choose
    either Sophitia, Lizard Man, Nightmare, or Heishiro Mitsurugi the first
    time you play them since they are easy to use and they are pretty much
    forgiving to use.
    For those who live in jusrisdictions that replaces Mitsurugi with
    Arthur: I WILL NOT RECOGNIZE ARTHUR AT ALL.  If you ask me regarding
    about Arthur once again, I WILL DELETE AND FILTER YOUR E-MAIL.  So
    please, let me follow the formula of the Samurais here.
    Soul Calibur is the sequel to the Three Dimensional Weapon Arcade Hit
    Soul Edge which was created by Hajime Nakatani utilizing the System 12
    Board.  Soul Calibur boosts the same gameplay of Soul Edge but with
    even smoother frame animation, octogonial-dimensional running, and even
    more features that may burn its father to a crisp.
    Captain Cervantes De Leon has taken the Soul Edge when he was only 21
    years of age, and during the next 2 decades, rumors have been discovered
    that Soul Edge has been deemed as the Sword of Salvation, while others
    consider Soul Edge as the Ultimate Evil Sword.  Not all warriors were
    able to reach Soul Edge, as some souls (such as Li Long) has been killed
    by Cervantes's strength and agility, but there are a few who were able to
    reach Cervantes and best him in sorts.  Sophitia Alexandra destroyed the
    Soul Edge Female, but was wounded by the shards.  At the self-same instant,
    Cervantes vowed to kill Sophie with the Soul Edge Male, but was attacked
    and defeated without warning by Taki.  Taki took a shard of the destroyed
    Soul Edge Female while taking Sophie back to Greece.  As Siegfried
    Schtauffen attempted to retrieve the Soul Edge Male, he is forced to wield
    his Zweihander (Faust) against Soul Edge, the keeper of Secrets.  After Soul
    Edge's demise, Siegfried took the Soul Edge Male, not realizing that the
    sword was trying to accept Sieg as a new host to house its evil power.
    Meanwhile, a village at Spain has witnessed the birth of the Evil Seed,
    which are grounds for serious disasters of the world.  Due to the death
    of the Soul Edge Female, the stability of all evil within has been altered
    in some way for a while.
    This game features 10 characters when the game is first stocked:
    - Xianghua
    - Kilik
    - Nightmare
    - Heishiro Mitsurugi
    - Sophitia Alexandra
    - Voldo
    - Astaroth
    - Maxi
    - Taki
    - Isabella Valentine a.k.a. Ivy
    There are also Time Release characters available after the TRC warms up.
    Here are the confirmed character addies as per SoulCalibur.Com:
    - Hwang Sung Kyung
    - Yoshimitsu
    - Lizardman
    - Siegfried Schtauffen
    - Rock
    - Seung Mi Na (Now note that I have remodeled this document)
    - Edge Master (Inferno's clone)
    There were many reasons why I had to remodel this Mi Na Move List and
    among them was to explain how you can take full advantages of her
    strengths and how you can tame her 4 major drawbacks that will eventually
    turn beginners off.  Seung Mi Na is a tough character to learn even
    though she plays similar to Kilik because you need to unleash variety
    like crazy.  That is why learning Seung Mi Na from head to toe is as
    important as knowing how to use the moves.  However, if you want to use
    variety like crazy, then I highly recommend that you use Voldo as your
    Variety Character.  Later on, once you are able to "make Voldo one with
    you", then you can try your luck with Seung Mi Na, but I recommend that
    you move on to Ivy first before Mi Na.
    This move was intended to serve primarily as a very descriptive move list
    for the deviant daughter of Seung Han Myong, Seung Mi Na.  I am NOT
    going to help you on how to fight the CPU foes (since the focus is human
    against human competition), but I am also going to help you out on some
    combos.  Seung Mi Na basically plays the same as Kilik, but she isn't as
    conventional as Kilik is, and there are some more variety in her moves.
    Unfortunately, her major drawbacks (again) is that she has poor hitting
    power, mediocre throwing range, abmyssal KO Recovery, and her vitality
    isn't that great.  No matter how many times you try to win a match with
    Mi Na, you might take some hits, and you might lose.  That is why it is
    really important to mix moves up as there are times when you have to
    avoid pattern games.  Juggles are acceptable, though I don't recommend
    doing this.  I create Text-Based Move Lists so that you can print-out
    and since I'm doing it on a character to character basis, my whole
    intention for this work is to make learning a character simple focusing
    on one character at a time.
    I will also review some of the theories with you.  These theories are
    universal to all characters.  Because a fighting game has some theories
    that you need to learn for a healthy fight, I recommend that you read the
    Fighting Theories in this document.
    Read this guide over and over again, and practice your I/O on a "fake"
    controller.  Therefore, you will be prepared to execute the moves that
    will keep your foes at bay.
    Seung Mi Na takes a lot of time to get used to.  If you are more experienced
    with conventional characters like Nightmare, Siegfried, Astaroth, Rock,
    Kilik, or even Heishiro Mitsurugi, then you may find Seung Mi Na to be hard
    to get used to because her range is slightly shorter than Kilik's and she
    can only inflict as much damage as Taki can.  Also, if you have the ability
    to play as Ivy damn well, then Seung Mi Na will take more time, so get
    ready to persevere in all cases.  I highly recommend that you master
    a conventional character (like Mitsurugi or Siegfried), or Ivy (she's
    pretty hard to use, but her variety is rewarding to master) before tackling
    on Seung Mi Na.  If you have been mastering Kilik, then you shouldn't have
    a problem persevering to Seung Mi Na.  Seung Mi Na has no fancy stances, so
    you may have to keep that in mind.
    You're welcome to offer me with any bug fixes at this location:
    - http://www.verasnaship.net/text/emailme.html
    There are bound to be times in the Soul Calibur Forum (located at
    http://www.soulcalibur.com/cgi-bin/wwwboard.cgi) when people will say
    "Voldo is the man!" just because that character doesn't have any weaknesses
    at all.  That is wrong.  You should understand that by writing this work,
    NO CHARACTER is complete without any strengths or weaknesses.  some rants
    that you need to know:
    Seung Mi Na actually plays like Kilik as far as her moves are concerned.
    However, the similarities end here.  Part of the reason why Soul Calibur
    is a complicated game is not because of the gameplay, but because of the
    personality of the characters ranging from strength, dexterity, vitality,
    spirit, and finally, other attributes that determine how hard he/she
    may be as far as skill is concerned.
    Without a doubt, Seung Mi Na is a lot faster in her attacks and she has
    more variety in her moves than Kilik does.  However, Kilik sacrifices
    speed and variety for ease of use for beginners and for better hitting
    strength.  Kilik also recovers slightly faster and has slightly better
    vitality than Seung Mi Na.  There's a common drawback that both Seung
    Mi Na and Kilik shares: Abmyssal Throwing Range.  Try to avoid throwing
    with these two characters as their reach leaves them no error to spare.
    Seung Mi Na has more disadvantages than advantages, but these dissies
    can be tamed up so that you can make Seung Mi Na a more useful character.
    Her major drawbacks (I said it before, so get used to it!) are her poor
    hitting strength, modest vitality, mediocre KO Recovery, and abmyssal
    throwing range.  This means that you really have to mix up your moves
    a lot and if you want to get the quickest time with this rather hard
    character to learn, but it is rewarding once you can get the variety
    timing right.  However, due to her poor hitting strength, you will need
    to hit your foe and mix your move like nuts if you want to win.  That
    is one of the reasons why I told you to go right to Voldo if variety is
    what you want.
    Beginners shouldn't start out with Seung Mi Na because her drawbacks
    leave no room for error at any point of the fight.  Again, I'm pretty
    vehement to convince beginners and Seung Mi Na fans from Soul Edge that
    Seung Mi Na plays totally different in SC.  Now that is why I'm so
    vehement to convince beginners to use either Lizard Man, Sophitia,
    Nightmare, or Heishiro Mitsurugi.
    The Glaive Twirl has pretty abmyssal range as opposed to Kilik's Kali
    Yuga Twist.  However, the Glaive Twirl allows Mi Na to pull more variety
    in some cases.
    Overall, Seung Mi Na takes a lot of time to get used to because of her
    four major drawbacks, but the rewards are quite significant once you
    can tame the four drawbacks and take some time to "make Mi Na's Variety
    work with the power of the Force".
    More rantings are welcome.
    Power: *
    Dexterity: ****
    Range: ****
    Vitality: *
    Spirit: *
    Health: **
    Throw Range: Pathetic
    This section of this document has been taken from Namco America's Soul
    Calibur Site at http://www.soulcalibur.com and from Fighters.NET's Soul
    FAQ by Mr MG (http://www.fighters.net).
    Catch Copy:      The Heart and Soul Girl
    Weapon:          Glaive (Ancestral Zan Ba To)
    Weapon's Name:   Scarlet Thunder
    Special Note:    "ZANBATO" is actually pronounced, "Zahm-bah-toh"
    Style:           Quarreling the art of the Halberd in the fields of
                     Seung's Long Blade and the Secret Ling Sheng Su Style
                     of the Seven-foot Bo.
    Age in Years:    19
    Date of Birth:   The Third of November
    Family:          Seung Han Myong (Father), her mother and brother has
                     passed away.
    Place of Origin: Chili San, Lee Dynasty, Korea
    Height:          5 foot, 4 inches
    Weight:          106 lbs
    Blood Type:      A
    Stage:           Shared with Hwang Sung Kyung
    BGM:             Shared with Hwang Sung Kyung
    Sub-Boss:        Hwang Sung Kyung
                     CDF DUTIES ALL THE WAY!!!!!!!!!
    Seung Mi Na *apparently* tricked her father in order to go west to search
    for the sword she deems the "Sword of Salvation", Soul Edge.  Unfortunately,
    her search for the ultimate sword has been all for naught as Hwang Sung
    Kyung found her so soon and she was forced back to the Seung School.  Seung
    Han Myong, irate with her behavior, was forced into *extremely* harsh
    training at all corners as punishment for her *suspected* feminist behavior.
    Because both Seung Han Myong and Hwang Sung Kyung were *so* kind to each
    other, Seung Han Myong wanted to show Hwang his gratitude for favoring him
    ever since he was accepted to the Seung's Long Blade School of Martial Arts
    by proposing a marriage between Hwang and Mi Na.  However, Seung realizes
    that he can't complete the marriage because Hwang was always faithful to
    his country, and to Lee Sun Shin.  Han understood Hwang's patriotism,
    knowing that "the Seung student of extreme pride" would always be faithful
    to serve in the Korean CDF (The Korean Marine Corps), keeping Hwang away
    from Chili San for military duties.  Once Hwang is finished with his duties,
    Seung Han Myong will proudly honor Hwang's return.
    Unfortunately, this has increased Mi Na's anger and to make things worse,
    the prodigal son of the wealthy Kim Family has asked Seung Han Myong
    permission to marry Mi Na at all corners.  While Han and the "bastard son"
    of the Kim family negotiated, Mi Na's temper has risen up, and because
    of the actions the prodigal son has made, Mi Na left the Seung School
    once again in order to search for the Sword of Salvation.
    Mi Na knew that she won't be able to be accepted to the CDF anytime soon
    because she's a female.  She thought that if she got the Soul Edge, maybe
    she would be accepted.  However, she is caught in the middle as Lee Sun
    Shin, Hwang Sung Kyung, and Seung Han Myong were making sure that Mi Na
    will not interfere with the CDF once again.  If she has to stand near the
    CDF, then she will be thrown back to Seung School once again.  Seung Han
    Myong is more likely to ground Mi Na for the rest of her life from there
    While Mi Na looked everywhere for Soul Edge, she eventually ran into
    Isabella Valentine (Ivy).  Ivy asked Seung Mi Na what she was looking for.
    Seung Mi Na replied that she was looking for Soul Edge.  Ivy *flamed* that
    the sword Mi Na was looking for was the Sword of Evil, and if she was not
    aware what the sword is, then she should go back home.  Ivy taunted at
    Mi Na, and this has angered Mi Na.  A fight has materialized between Ivy
    and Mi Na, and Ivy won the battle.  Everybody left and Mi Na was standing
    alone in the lonely willow of where the fight was held at.
    Mi Na was surprised that her skills has not matched Ivy's.  In order to
    make up for the upset, Mi Na has decided to meet up with Kong, who became
    her master in the ways of Ling Sheng Su.  Although Mi Na learned something
    new during her training, the Ling Sheng Su Master decided NOT to furtherly
    train Mi Na in order to retain a certain degree of suspense to her.  Mi Na
    was angry because the master decided NOT to fully train her.  Mi Na then
    took advantage of the additional skills to search for Soul Edge again, and
    to eventually earn a rematch against Ivy.  What a nasty piece of work. =)
    Mi Na's independence was NOT to last forever as the master who taught her
    the ways of Ling Sheng Su has reported Mi Na's escape to the CDF, Lee
    Sun Shin, and Hwang Sung Kyung.  This incident has also been forwarded to
    Seung Han Myong, who was notified of the incident as well.  Now Hwang has
    every intention to find Mi Na, and Seung Han Myong has the final intention
    of grounding Mi Na for the rest of her life.
    Please credit either Mark Griffin as Mr MG (http://www.fighters.net),
    Jason Arney (http://www.namco.com) as WCMaxi, or just type in the
    aforesaid URLs in your Acknowledgement section where credit is due.
    This section is basically derived from Namco's explanation of Basic
    Soul Calibur Theories (http://www.soulcalibur.com/system.html).  I won't
    explain too much of them with the exception of partial explanation since
    the aforementioned acknowledgement in parentheses does a good job handling
    the theories in detail.  Remember, this document is basically a depriative
    of Namco's index of theories at their Soul Calibur Site with the exception
    of text descriptions and only partial description of the theories in the
    If for any reason you MUST learn a Martial Art, then the obvious art that
    you learn at the early stages of development is DEFENSE.  Without defense,
    the Martial Art is all for naught.  To play the game efficiently, I'll
    tell you what each type of blocking means.  Here's how to execute a
    Neutral Guard (first seen in Tekken 2):
    - Neutral Guard High, Joystick Neutral.  Blocks all High and Mid Attacks
    - Neutral Guard Low, Joystick Down.  Blocks all Low Attacks
    Be aware that there is a minus when using Neutral Guard: Any attack that
    forces a Block Stagger WILL deplete your guard, meaning that the next
    blow could hurt you in some sorts.  I call Neutral Guard "Weak Guarding"
    as this type of guard was meant for blocking attacks that doesn't block
    stagger you.  This falls into the term of Heavy Guarding, which you do
    by holding the Guard Button.  Here's how to continually block without
    receiving a hit during a Neutral Guard:
    - Heavy Guard High, Hold G and Joystick Neutral, Blocks all High and
      Mid Attacks, and any High and Mid Staggers
    - Heavy Guard Low, Hold G and Joystick Down, Blocks all Low Attacks and
      Low Staggers
    Even though you are staggered, provided that you ARE holding the Guard
    Button you will continue to block even though you are staggering.  To
    start blocking right after you are attacked during a combo, you need to
    joystick Neutral and hit and hold Guard at the right time.
    For abbreviations about properties, see the Notations.  Also, during
    the moves, I MAY BE ABLE to alert you if a move is a block stagger or
    a whatever.
    High: A Head Hit.  Crouchable.  Nuff Said
    Mid: These hits will hit you in your mid-section.  Definitely must be
    blocked high.
    Low: Slice the legs!  Block Low or try to jump.
    Special Mid: These will hit you in your midsection, but can be blocked
    either high or low, just be sure to jam in that Guard Button.
    Ground: Limited use, only hits prone foes.
    Unblockable Moves
    Unblockable Moves are techniques that require a long time to charge but
    when the move hits the foe, it will cause damage even though it's blocked.
    Unblockable moves leave you vulnerable during the execution of the move
    which can cause some spectacular (and embarrasingly painful) counterhits
    if for any reason your foe gets into you.
    Unblockable High: Defeats a High Guard, MUST BE CROUCHED!
    Unblockable Mid: This will hit the Mid section and will defeat any type
    Unblockable Low: Defeats a Low Guard.  Dodge or jump to avoid getting
    No need for much explanation here.  Throws also defeat guard, but unlike
    Unblockables, with the right timing, you can escape throws, a feature
    first seen in Tekken 2.  As you are being grabbed, press the following
    button(s) to escape the throw.  If you are not fast enough, oh well... =O
    All G+A Throws: A
    All G+B Throws: B
    Side Throws, and Back Throws: Escape dependant on throw used
    Throws mainly are considered high hits, but Astaroth has a Mid Throw and
    a Ground Throw.  To escape Astaroth's Drop of Lava, A at start of throw.
    To escape Astaroth's Burial, B at start of throw.  I don't want to spoil
    all the fun of having to discover the throw escape methods so I'll leave
    the escapes up to you (with the exception of the universal throw commands).
    No need for explanation here.  All you need to do is to just tap the
    joystick lightly in any direction and return joystick to Neutral.  In
    Soul Calibur, you can step at any direction!  This is good because this
    gives you a way for free movement around the arena!
    Octagonial-Way Running (Eight-Way Run)
    This is brand new in a Namco Fighting Game, and is probably the most
    obvious skill you need to learn if you want to master Soul Calibur at a
    faster pace than in Soul Edge.  Eight-Way Running is done by tapping the
    joystick at the desired direction you want to run, and holding the lever
    at the SAME DIRECTION you want to run once again.  Please remember that
    in order to make the Eight Way Run work, the key to make the run work
    correctly is to make the lever "touch" instead of tapping the direction
    too quickly.  Also, please be aware that some moves can only be executed
    using an Eight Way Run, so keep that in mind.  For example, in Tekken 3,
    if you press Back, and hold Back, then you would just leap backwards.
    In Soul Calibur, if you tap back, and then hold back, then you would run
    backwards (though not as fast as if you were to dash forward).  Tapping
    on the desired direction you want to move and holding the desired
    direction you want to run (with the exception of forward) is the key to
    effective defensive assaults.  MORE ON EIGHT-WAY RUN ATTACKS ON THE OFFENSE
    No need for much explanation here.  Just hold Down all the way while
    pressing guard to crouch.  Remember since you are given freedom of
    movement in this game, you may not need to crouch unless you need to
    block a low attack, or et. al.
    In Soul Edge and Tekken 3, you can jump depending on how long you hold
    UP on the joystick.  Now those days are gone.  In Soul Calibur, you can
    only jump by performing certain moves or by holding Block and pressing
    UP while the Block Button is held.  You shouldn't need to use a jump
    because Soul Calibur's Freedom of Movement puts this feature to a crying
    Offense Overview
    Soul Calibur's offense system is pretty complex, that it would take a
    beginner about $25 to master offensive arts.  Here are the types
    of offense Soul Calibur has available (Examples and/or descriptions on
    - Button Tapping (Astaroth's B,B)
    - Button Rolling (Mitsurugi's K~B)
    - Button Holding (Nearly all of Asta's attacks for variety)
    - Multiple Buttons (Mitsurugi's A+B)
    - Tapping (Yoshimitsu's f+B)
    - Double Tapping (Yoshimitsu's f,[f]+B)
    - Shift Motions (You press a button first and then tap a Joystick
      Direction, gives this game more depth!)
    - Joystick Rolling (Kilik's QCF+A+B)
    - Completely Crouched (Hold G, Press down.  Now release G and a good
      example would be Nightmare's WC+df+G+B)
    - Rise up from a Crouch (Siegfried's WS+B)
    - Eight Way Run Attacks (Siegfried's Brain Masher)
    - Combination Commands (Probably the most difficult form to understand,
      let's take Mitsurugi's f,[f]+A+B for instance)
    It's easy to do these motions than to say, so I recommend going onto
    Namco's explanation at http://www.soulcalibur.com/system.html for
    a more in-depth explanation of the Basic Arts of Sword Fighting as I
    don't want to spoil all the fun of theory discovery. :)
    Now here's the CREME DE LA CREME of Soul Calibur.  Read them carefully
    as these will be important to know on your quest to become a good player
    in Soul Calibur.  This section basically runs through Namco's index
    of Advanced Soul Calibur Theories (http://www.soulcalibur.com/systemadv.html)
    but I will ONLY go partial on these theories because I don't want you
    to rely on this document directly.  As much as I want you to have fun
    with Namco's Soul Calibur Site, you are encouraged to browse through
    the aforementioned acknowledgement in parentheses.
    Guard Impacts
    Something new way back in Soul Edge.  You block the instant you see a
    slash coming at you.  In Soul Edge, when you block the instant something
    is coming at you, you just stagger the foe.  Now there's something more
    in Soul Calibur.  Pressing Forward and the Guard Button as soon as some
    slash is coming at you will push the offensive character into a back
    stagger.  You can only do a Forward and Block Button Impact Stagger
    at High to Mid Attacks.  Pressing Down-Forward and Guard Impact Staggers
    any Mid to Low Attacks.  This is one important move to learn because
    sooner or later you may get upset seeing your foe play pattern games, etc.
    and if your patience has been used up, then it's time to Impact-Cut your
    foe off.  I like to call this "Frontal-Push" because Guard Impact
    Repelling also pushes your foe backwards.
    To be more descriptive, here's how to "Front-Push" your foe:
    - f+G to Repel High and Mid Attacks
    - df+G to Repel Low Attacks
    Guard Parries
    Guard Parries are something new in Soul Calibur that isn't included in
    Soul Edge.  To Guard Parry, press Back and Guard the moment a slash is
    coming at you to side-push your foe at high and mid attack heights or
    press Down-Back and Guard at the same time to side-push your foe at Mid
    to Low attack Heights.  This seems to be a great counterattack because
    when mastered, can be satisfying to pull off at times just because you
    can go into a side throw afterwards.  The Guard Impaction causes your
    character to block the attack and side-push your foe at the same time.
    A must do for the faster characters like Taki, Sophitia, Hwang Sung
    Kyung, Maxi, and Heishiro Mitsurugi.
    In more-depth explanation, here's how to "side-push" your foe:
    - b+G to parry High and Mid Attacks
    - db+G to parry Low Attacks
    Parries are best done when your foe tries to use a powerful long-range
    move on you.
    Understanding Throws
    I'm not going to explain too heavily on this (mainly because I want
    you to just sit back and enjoy Namco's Advanced Theory Explanations
    at http://www.soulcalibur.com/systemadv.html) but this seems weird:
    Characters sometimes scream differently when doing throws, meaning
    that there are some time for error to jam in that escape button before
    all is lost.  Use this as a hint for what button you need to use in
    order to escape throws.  A good example would be Siegfried's "Taaah!"
    in one throw and "Eiihhh!" in another throw.
    What is a stagger?  It's when you throw a blow and if the opponent
    blocks it, he/she falls back, causing you to maintain your distance
    away from foe.  However, there are also some moves that drain you after
    it's blocked so be careful.  You need to learn how to stagger and then
    try to let him/her have it with a move that hits at a different location
    other than the height he/she is trying to block you at.  Variating hits
    and hitting him/her at the unguarded area while he/she is staggered will
    help, though you may need to allow some room for error.
    Pinning Attacks
    In Soul Edge, you had to jump up and stab at your opponent by using a
    certain command.  Gone are the days of those sissy pin attacks.  Now
    you can use VIRTUALLY ANY ATTACK to perform all the Pin Attacks when
    your foe is down!  However, Pin Attacks are a lot harder to get this
    time around now that quick recovery has been enabled.
    Quick Recovery
    When you are knocked over the air, or right after you get knocked down,
    hit the Guard Button as much as you can to recover.  This reduces the
    amount of juggling pain and Okizeme the foe can commit.  If you are
    knocked down on the ground, try leaving the joystick neutral and hit
    the Guard Button rapidly to recover blocking.  The recovery time and
    the amount of drama required to recover depends on your character's
    physical attributes.
    Ever since my Nightmare Move List I first created, I felt that it's
    time to go with the Namco way of using moves.  I suggest that you
    read the Notations over and over again in order to become familiar
    with the moves.  The Notations I've been using on the Nightmare Move
    List and Siegfried Move List has been confusing, so I'm planning to
    fix the notations on these move lists as well.
    Soul Charging
    Soul Charging allows you to perform more powerful versions of your
    special moves.  I call Soul Charging a preparation for Desperation because
    this allows you to inflict as much damage as a Counter Hit would cause.
    Soul Charging also has some added bonuses such as longer staggers.  Be
    careful that while you are Soul Charging, you leave yourself vulnerable
    for high-damage hits so use the Soul Charge wisely.  Hold A+B+K and as
    soon as you are charged up, let loose.
    Spirit Charging
    Spirit Charging allows you to perform even more powerful attacks that
    a Soul Charge would have dreamed of.  Spirit Charging takes more time and
    effort to perform than a Soul Charge.  BTW you can't block while you are
    on Soul or Spirit Charge Mode so use these features wisely.  Spirit Charges
    are also called Divine Desperations which allows you to perform attacks that
    has higher bonuses than a Soul Charge, and it's possible that some attacks
    using a spirit charge may become unblockable!  All you have to do is to
    hold A+B+K, and then hold G to charge up.  As soon as you are flashing
    yellow, let loose.
    Delaying to Increasing Weight of the Moves
    So what do I do on this?  I simply hold the button to increase the
    weight of the move and I inflict extra damage with the move.  This is
    actually called a Motion Delay, a feature that allows you to delay the
    move to either change property or increase damage, or even TO TRICK THE
    FOE THAT YOU ARE ATTACKING ALL OF A SUDDEN!  If you happen to inflict
    Maximum Delay at times, the move will either turn into an unblockable
    move, will have the hitting location change, or more commonly, increase
    the damage done to your foe.  Combine that with either a Soul or Spirit
    Charge-Up for maximum OUCH!  Use this feature wisely, though.
    Part of the reason why I had to omit some of the more useful theories
    bubbled out at Namco's Index of Advanced Soul Calibur Fighting Theories
    (http://www.soulcalibur.com/systemadv.html) is because I DON'T WANT TO
    PARENTHESES like I said before.  Keep on browsing through the two
    aforementioned acknowledgements in both the Basic and Advanced Sections
    of the Theory Review and you should be fine.  Remember, I'm only reviewing
    theories derived from Namco's official Soul Calibur Site.
    f: Forward
    b: Tap Backward
    u: Tap Up
    d: Tap Down
    uf: Tap Up-Forward
    ub: Tap Up-Backward
    df: Tap Down-Forward
    db: Tap Down-Backward
    n: Point the Joystick back to Neutral
    A: Horizontal Slash Button
    B: Vertical Slash Button
    K: Kick Button
    G: Guard Button
    ~: Tap the control Command immediately
    +: Tap the control command at the same time
    [x]: Hold the aforesaid command control
    8WR: Perform an Eight Way Run first
    WS: Crouch, then Rise up with the following commands performed at
        the same time.
    WC: Fully Crouched
    BT: Back Turned
    qcb: Do a quarterspin of the Joystick from Down to Back
    qcf: Do a quarterspin of the Joystick from Down to Forward
    hcf: Do a halfspin of the joystick from Back to Forward
    hcb: Do a halfspin of the joystick from Forward to Backward
    qcdf: Do a quarterspin of the Joystick from Down-Back to Down-Forward
    qcdb: Do a quarterspin of the Joystick from Down-Forward to
    STL: Side-step Left
    STR: Side-step Right
    RTW: Face your foe towards right
    LTW: Face your foe towards left
    L: As you land
    H: The move will hit high
    M: The move will hit mid
    SM: The move will hit mid, but can be blocked while crouching
    L: The move will hit low
    !: Unblockable Mid
    ?: Unblockable High
    &: Unblockable Low
    P: Hits Prone Foes
    WARNING: Please don't tell me to add any Dreamcast-exclusive stunts in
    this document as I want to make this document both Arcade and Dreamcast
    friendly.  Any Dreamcast-exclusive tralala will be filtered.
    Throwing Moves
    The following are available to Seung Mi Na as Throw Moves.  Keep in mind
    that Astaroth's throw range is excellent while Seung Mi Na's throw range
    is rather lame.  At first, I thought that Xianghua has the worst throwing
    range in the game.  Later, with the help of Jason Arney, I was able to
    verify that Mi Na has the worst throwing range in the game (mainly because
    her arm reach is rather poor), though I still have yet to experiment with
    Dropping Embrace
    Execution: G+A at Front
    Throw Type: Front Throw
    Button to Escape: A at the start of the motion
    Seung Mi Na grabs her foe and smacks her foe HARD enough to force him/her
    on the ground so soon.
    Crushing Soul
    Execution: G+B at Front
    Throw Type: Front Throw
    Button to Escape: B at the start of the motion
    Seung Mi Na places her hands on her foe's shoulders, leaps up before
    slamming her foe back-first with the force of her muscles.
    Riding Mustang
    Execution: Any throw at foe's left side
    Throw type: Left Side Throw
    Notes: This throw MUST be executed directly at the foe's left side
    Button to escape: Escape dependant on the throw used.  The escape MUST
    be done at the start of the motion to escape successfully
    Mi Na Frakensteiner
    Execution: Any throw at right side
    Throw Type: Right Side Throw
    Notes: This throw MUST be executed directly at the foe's right side
    Button to escape: Escape dependant on the throw used.  This escape MUST
    be done at the start of the motion to escape successfully
    Mi Na shows her strength by doing a Frakensteiner.
    Stalk Cutter
    Execution: Any throw close from behind
    Throw Type: Back Throw
    Notes: This throw will only work if Seung Mi Na's hands were touching
    her foe's back *directly*
    Button to escape: Escape dependant on the throw used.  This escape MUST
    be done at the start of the motion to escape successfully
    I still have some work to do with these throws as I try to explain the
    effects of execution as well.  I still have a lot of browsing to do at
    http://www.soulcalibur.com.  Face it.  I hate to look up at this website
    just to get the job done.  I know it sucks but I have to use this site
    and credit them because their information's pretty reliable on the long
    run.  Forgive me on this. =(
    Regular Moves
    These moves can be performed at anytime.  Keep in mind that now that
    there are Eight-Way (Octo) Run moves, your strategy has to change a bit.
    The explained here are the following that you can perform assuming that
    you did not press any direction twice and attack after initiating an
    Eight-Way Run.
    Wind Gale
    Execution: A,A,B
    Locations: H,H,M
    Note: Third hit staggers blocking foes
    Seung Mi Na does two horizontal slashes and ends the combo with an
    Uppercut.  The B is great for starting a juggle, but Mi Na's chances of
    starting a juggle with this move becomes greater whenever the B Button
    is a counterhit.
    Gale Feint
    Execution: A,A,d_u
    Locations: H,H,Side Step
    Note: Shifts to Side Step
    Seung Mi Na does two horizontal slashes before sidestepping out of the
    foe's line.  Press Down to side step to Mi Na's right and press Up to
    side-step to Mi Na's left.
    Gale Stream
    Execution: A~A,B
    Locations: H,H,M
    Note: Very hard move to do because of the A~A starter.  Hits 2 and 3
    staggers blocking foes
    Mi Na waves her Glaive much like a Billard stick before striking hard
    with a shove-knockdown stab.
    Blunting Kick
    Execution: f+A,K
    Locations: H,H
    Seung Mi Na does a horizontal slash followed by a roundhouse kick that
    hits high.  Not pretty effective because your foe's more likely to counter
    you HARD after the execution of this move.
    Strangling Flower
    Execution: f,[f]+A
    Locations: H,H
    Note: Staggers blocking foes
    A turnaround Glaive swing with disgusting range.  Knocks your foe out.
    Strangling Slash
    Execution: df+A
    Locations: M
    Note: Staggers when blocked
    Backhanded turnaround slash that knocks your foe out the same way
    Kilik's version did.
    Sweeping Circle
    Execution: d+A
    Location: L
    Note: Recovers Crouching
    Seung Mi Na does a slash that bites your foe's shin.
    Biting Strike
    Execution: db+A
    Location: L
    Note: Recovers Crouching
    A sweeping Glaive Swing that knocks your foe down on the ground.  Not as
    spectacular as Siegfried's db+A, though.
    Shadow Step Slice
    Execution: b+A
    Location: L
    A move starting in a back-step and ending into a shin slice.
    Wing Cross
    Execution: b,[b]+A,A
    Location: L,L
    Mi Na does a turnaround Kidney Slash and finishes the combo with a slash
    to the foe's shin.  Good range, but Mi Na does not recover from special
    attacks as quick as Kilik, so use this one sparaingly.
    Diving Bite
    Execution: [g]~u, LN+A
    Location: L
    A slight air leap followed by a turnaround slice to the shin.
    Gale Cross
    Execution: u+A
    Location: M
    A slight air leap into an immediate slap at the Kidney that will negate
    any foe's trip to the bathroom.  Bad girl.
    Fang's Way
    Execution: ws+A
    Location: M
    Standing up, Seung Mi Na gives her foe a good tap at the foe's kidney.
    If the attack HAS TO BE A HIGH HIT, let Mi Na block low as high hits
    miss crouching foes.  If high hits has to persist, just jack them with
    this move, as this is a good While Standing Counterattack.  Just make
    sure that they are not going too ballistic with attacks.  If in doubt,
    the Crouching A,B, or K is still good.
    Splitting Divide
    Execution: B,B 
    Location: M,M
    An overhead slash followed by a chest stab.  The second hit does not
    strike prone foes much like Kilik's B,B did.  That is why Kilik is better
    than Mi Na. =)
    Sheng Mirage
    Execution: B~K
    Location: H,M
    Just like Kilik: A high kick into a Chest Lunge.
    Hidden Fang
    Execution: f+B,A
    Location: M,L
    Mi Na stabs her foe's chest, and then decides to give her foe a good
    slap at her foe's shin.  The f+B starter has more variety than Kilik's
    version thanks to the fact that Mi Na can end her stabbing ways in two
    differnt ways.
    Thrusting Fang
    Execution: f+B,B
    Location: M,M
    Mi Na starts a Chest Stab, and then ends the move with a turnaround
    overhead slash.  This move will drain Mi Na long enough for a vicious
    counterattack by a foe, and the range of this move is rather disgusting
    so use this one wisely.
    Heavy Fall
    Execution: f,[f]+B
    Location: M
    Note: Staggers blocking foes
    Mi Na tilts her body leftwards, resulting in a short-ranged overhead
    slash that hits prone foes as well.  Very quick in Mi Na's terms, but hard
    to get the timing right due to the command of the move.
    Lifting Heavens
    Execution: df+B
    Location: M
    Mi Na does an uppercut slash that starts the juggling combos for her.
    Mi Na's chances of landing a guaranteed combo is greater if this one
    is a counterhit.
    Air Parting
    Execution: d+B
    Location: M
    Note: Recovers Crouching
    Mi Na does an overhead slash and recovers from this move crouching.
    Depending on the following conditions, Mi Na may be able to negate
    airborne foes with this move.
    Spinning Divide
    Execution: b+B
    Location: M
    Note: Staggers whenever blocked
    Mi Na's trademark turnaround overhead slash can be executed independently.
    Unlike Kilik's stab to the chest, this move WON'T shove your foe backwards
    so keep that in mind.
    Earth Poke
    Execution: b,[b]+B
    Location: L
    Mi Na does a stab at the foe's foot.  Although this move has lots of range,
    be careful when doing this move in front of Nightmare, Ivy, Siegfried, Voldo,
    Astaroth, and any of the longer-reaching characters, as this low move can
    be easily countered after Mi Na throws the low blow.
    Rising Moon
    Execution: [g]~u+B
    Location: M
    Note: Staggers blocking foes
    A slight air leap followed by a Siamese Chop.
    Diving Heavens
    Execution: [g]~u,LN+B
    Location: M
    Note: Staggers blocking foes
    A slight air leap followed by a severe overhead swing as Mi Na lands from
    the jump.
    Moon Falling
    Execution: u+B
    Location: M
    Note: Staggers blocking foes
    A slight air leap paired with an immediate overhead slash.
    Lifting Slash
    Execution: WS+B
    Location: M
    Note: Staggers blocking foes
    Seung gets up from the crouch to land an Uppercut Slash that starts out
    juggles.  Counterhits increases the guaranteeness of the juggling combo
    depending on the hit positioning to timing ratio the player exerts.
    Liquid Poke
    Execution: CR,df+B
    Location: L
    Note: Staggers blocking foes and recovers crouching.
    Nasty shin poke.  Nuff said.
    Willow Branch
    Execution: STL+B
    Location: M
    Note: Staggers blocking foes
    Mi Na sways left and then does a slash that hits her foe's mid-section.
    Good defensive maneuver, but some expert players may be able to catch onto
    this one since the move can be blocked standing.
    Gale Kick
    Execution: K~B
    Location: H,L
    Mi Na does a turnaround Heel Kick followed by a slash at the shin.  Has
    good variety, but the transition between the two hits are rather slow and
    can be counterattacked after the low hit fails up.
    Banishment Kick
    Execution: f+K
    Location: M
    Mi Na stabs the ground with the end of her Glaive, flies around her Glaive,
    and then kicks her foe at the midsection.
    Execution: f+K~B
    Location: M,H
    Note: Hit 2 staggers blocking foes
    Mi Na does a "Hold the Glaive" kick, and then ends the combo with a slash
    that hits high.  Since both hits can be blocked while standing, Mi Na's
    more likely to get jacked from a failed Banishment.
    Circular Heaven
    Execution: f,[f]+K,K,K
    Location: M,M,H
    Note: Third hit staggers blocking foes
    Mi Na does two mid-section kicks and ends the combo with a turnaround
    Roundhouse Kick.
    Belly Crush
    Execution: df+K
    Location: M
    Seung Mi Na kicks her foe at the ?!Grotch?! *does his funny look*
    Earth Kick
    Execution: d+K
    Location: L
    Note: Recovers Crouching
    A nice slap at the Ankle.  A perfect move to perform massive Okizeme.
    Liquid Rising
    Execution: db+K,K
    Location: L,M
    Note: Second hit staggers blocking foes
    Seung Mi Na starts out with a Shin Kick and ends the combo with a kick
    to the Mid-Section.  Great Variety with the move, but you need to be aware
    that if all the hits are blocked, then Seung Mi Na will leave herself
    suspectible to a vicious counterattack.
    Fatal Kick
    Execution: b+K
    Location: M
    Note: Auto deflects H and M attacks
    Although just another kick at the Mid-Section, there's one thing I just
    want to say with this one: Use this as a Countermove!  A good example of
    using this move would be whenever Siegfried Schtauffen does his Brain
    Masher to jack Mi Na for gobs of damage.  The Auto Deflecting feature
    of this move is important to know since Mi Na can save some hit points
    this way.
    Check Mate
    Execution: b+K~B
    Location: M,M
    Note: Auto deflects H and M attacks.  The second hit staggers blocking
    Give your foe a nice kick in the midsection followed by a stab at the
    cranium with this one.  Follow the same counterattack principle as with
    the Fatal Kick.
    Thunder Kick
    Execution: b,[b]+K
    Location: M
    Note: Staggers whenever blocked
    Turnaround kick right into the cranium, I guess.
    Opening Kick
    Execution: [g]~u+K
    Location: H
    Seung Mi Na leaps in the air doing a powerful turnaround roundhouse to
    give her foe a nice slap in the cheek!
    Falling Earth
    Execution: [g]~u,LN+K
    Location: L
    Note: Recovers Crouching
    Seung Mi Na starts out with a short leap into the air, and lands giving
    her foe a boot to the shin *real hard*.
    Quake Mask Kick
    Execution: u+K
    Location: H
    Note: Staggers Blocking Foes
    A simple kick to the face while jumping.
    Shattering Kick
    Execution: WS+K
    Location: M
    Note: Staggers Blocking foes
    Seung Mi Na gives a nice boot to her foe's mid-section.
    Retreating Fang
    Execution: G+K
    Location: H
    Note: If hits shifts to retreat
    Mi Na hits her foe at the face with the Glaive.  If she hits, she will
    leap right into safety.
    Dancing Crane
    Execution: A+B,A,B
    Locations: M,M,H,M
    Note: Final hit staggers blocking foes
    Seung Mi Na twirls her Glaive and then does a head decapitator into an
    overhead slash.  The Twist has disgusting range, so be sure to execute
    the A,B the quicker the better.
    Heavy Crane
    Execution: A+B,A+B
    Locations: M,M,M,M,M,M,M
    Seung Mi Na twists her Glaive like she doesn't care all the way.  Not
    a good move to use because the range of the Twist is rather disgusting
    and Seung Mi Na is vulnerable to a vicious counterattack after she's
    done twisting her Glaive for 7 swings.
    Fang Barrage
    Execution: f+A+B
    Location: M,M,M,M,M
    Seung Mi Na does 5 heart stabs to her foe, with the 5th hit knocking her
    foe crisp.  Disgusting range and can easily be side-stepped.  Use this
    move wisely.
    Spinning Ritual
    Execution: b+A+B
    Locations: M,M,M,M
    Seung Mi Na does a counter-clockwise twist of her Glaive.  Still has
    disgusting range, but the range is slightly better than Seung Mi Na's
    clockwise Glaive Twist.
    Spinning Ritual Combination
    Execution: b+A+B,B,B
    Locations: M,M,M,M,M,M
    Note: Final two hits staggers blocking foes.  The following after
    initial b+A+B can be entered to shorten the combo.
    Seung Mi Na starts out the combo with a counter-clockwise twist of
    her Glaive.  Now she does a flying Glaive Uppercut ending in a heart
    stab from her Glaive.  A good way to confuse your foe that you are
    going to do the Glaive Twist all the way (The Standard Glaive Twists
    are noticeable because Mi Na swings her Glaive really fast).
    Opening Treasure
    Execution: df+A+B
    Location: L
    Special Notes: Shifts to throw on Clean Hit.  Press A to escape throw
    The escape command MUST be executed at the start of the throw shift.
    Seung Mi Na stabs your shin with a clean poke of the Glaive.  If she
    can throw you with this move, then Seung Mi Na raises her Glaive, and
    suddenly lowers her Glaive *quickly* to cut her foe in half.  Uh-oh.
    Rapid Earth
    Execution: d+A+B
    Locations: L,L,L,L
    Seung Mi Na does four Shin Stabs in a row.  Be careful when doing this
    because if any or all the hits of this move is blocked, then Seung Mi
    Na is vulnerable for a vicious WS counter attack.
    Holding Treasure
    Execution: db+A+B
    Locations: L
    Special Notes: Shifts to throw on Clean Hit.  Press A to escape throw
    The escape command MUST be executed at the start of the throw shift.
    This move is virtually the same as the Opening Treasure Move, except
    that instead of doing "up-down" with the Glaive during the Clean Hit,
    Seung Mi Na will toss you using the edge of her Glaive.
    Radiant Wing
    Execution: u+A+B
    Location: M
    Mi Na does a split before doing a mid-section slash of sorts.
    Mi Na Crushing Blade
    Execution: uf+A+B
    Location: (!)
    Special Notes: Press G to cancel move
    Seung Mi Na stabs the ground and hangs upside down for a short bit (holding
    her Glaive's handle) before landing on the ground feet first, overhead
    slashing with a clash of lightning.  This is one of the more damaging
    unblockables in the game.
    Glory Fan
    Execution: WC+A+B
    Locations: M,M,M
    Note: Third Hit staggers blocking foes
    Seung Mi Na goes into a series of overhead slashes that covers her front.
    Good defensive move while crouching, but expert players will more likely
    step out of the way since you need to execute this one from a crouch.
    Circular Blade Kick: A+K (M)
    Zanbato Face Smacking Bag
    Execution: f+A+K
    Locations: H,H,H,H,H,H
    Seung Mi Na swings her Zan Ba To like her foe's head is a punching
    bag.  An ineffective move because if your foe crouches underneath the
    Smack-Bag (which is likely), you'd wish you would stay home!
    Earth Fang
    Execution: df+A+K
    Location: L
    Pretty much like a stab right at the shin if I can tell by this move.
    Fang Sweep
    Execution: d+A+K
    Location: L
    Note: Staggers blocking foes
    Mi Na shows her way by sweeping you off the floor (hitting you at the
    shin) with this Korean Shocker
    Double Fang Sweep
    Execution: db+A+K
    Location: L,L
    Note: Both Hits staggers blocking foes
    A Double-Korean Shocker that sweeps you off the ground.
    Glory Wing
    Execution: B+K
    Location: M
    Note: Press G to cancel the move, staggers blocking foes
    Mi Na does two dancing horizontal slashes to your foe's mid-section.
    Execution: f+B+K
    Location: M,M
    Note: Staggers whenever blocked
    Seung Mi Na does a Jun Kazama-style Windmill Kick.  It can hit prone foes
    like Jun's did in Tekken 2, but the kick will only hit 2 times.
    Rock Breaker
    Execution: d+B+K
    Location: L
    A stabbing move at the ankle, if I can assume what it is...
    Oak's Branch
    Execution: b+B+K
    Location: L
    Swaying Backwards and Hilt-Impacting your foe at the ankle is what this
    move is all about.
    Heaven's Wheel
    Execution: uf+B+K
    Location: M,M
    Mi Na, this time around, does jumping dancing slashes instead of dancing
    on the ground.  Ouch.
    Eight way Run Moves
    Eight Way Run Moves are stronger versions of some of the Normal Moves that
    Seung Mi Na can use.  There are also some moves that Seung Mi Na can only
    execute during an Eight-Way Run.  Please be aware that some of the Eight-Way
    Run Moves can be more harmful than helpful if you are not careful with them.
    While Eight-Way Running, you are not restricted to run in one direction.
    Heavy Fall
    Execution: f+A
    Location: H,H
    Note: Staggers blocking foes
    Same as the original version of this move.
    Willow Divide
    Execution: RTW+A,A
    Location: M,M
    Note: Staggers blocking foes
    Mi Na attempts to cut you in half with this move
    Heavy Willow
    Execution: LTW+A,A
    Location: M,M
    Note: Staggers blocking foes
    Same as the Willow Divide
    Falling Divide
    Execution: d_u+A,A
    Location: M,L
    Note: Second hit staggers blocking foes
    Seung Mi Na starts out with a turnaround slash to the foe's kidney, and
    ends with a sit-down slash to the shin!  Second hit has HIGH LAG TIME
    so don't use it unless you can variate with this move.
    Black Wing
    Execution: d_u+A,B
    Location: M,M
    Note: Second hit staggers blocking foes
    Same as with the Falling Divider, but Mi Na ends this one with an Overhead
    Slash instead of a Shin Slash.  Much better recovery time as opposed to the
    Falling Divide.
    Sparrow Sweep
    Execution: db_ub+A
    Location: L
    It appears that Seung Mi Na does a turnaround Shin Slash that's more than
    enough to knock her foe off his/her feet...
    Wing Cross
    Execution: b+A,A
    Locations: M,L
    Same as the original version.
    Heavy Fall
    Execution: f+B
    Locations: M
    Note: Staggers blocking foes
    Same as the original version of the move.  Disgusting range.  Use this
    one wisely.
    Rising Void
    Execution: d_u+B
    Location: M
    Note: Staggers blocking foes
    Seung Mi Na does a jumping Uppercut Slash that starts out juggles, and if
    this hit is a counterhit, then the juggling height will increase.
    Spinning Divide
    Execution: db_ub+B
    Location: M
    Note: The B Button can be held for increased attack weight.  This move
    also staggers blocking foes
    Seung Mi Na does a turnaround overhead slash that will cut her foe in
    half.  You can hold the B button to increase weapon weight and attack
    Earth Poke
    Execution: b+B
    Location: L
    Note: Staggers whenever blocked deep
    Same as the original version
    Wild Leaves
    Execution: df_uf+K,K,K
    Locations: M,M,M
    Note: Third Hit staggers blocking foes
    Just like Hwang Sung Kyung's version of the Seung Triple Kick.
    Dark Curtain
    Execution: d_u+K~A
    Locations: L,H
    Mi Na does a low shin hit and ends with a face hit, forcing her foe to
    block low and to crouch the high hit.  Not a good move to use because if
    the Low Hit is blocked, then that means the foe is likely to dodge the
    high hit and to counterattack viciously afterwards.
    Thunder Kick
    Execution: b+K
    Locations: M
    Note: Staggers blocking foes
    Mi Na does an overhead kick that doubles as a hammer punch of sorts
    Execution: f+B+K
    Locations: M,M
    Note: Staggers blocking foes
    Same as the original version of this move
    Glory Wing
    Execution: d_u+B+K
    Location: M
    Note: Press G to cancel move, this move also staggers blocking foes.
    Same as the original version of this move
    As opposed to Kilik, Seung Mi Na does not have any fancy stances. =(
    These combos were first seen at http://www.soulcalibur.com/combo.html
    (Use the View Soul's Combo Argument via HTML File) and could be possibly
    be the best sections of the official site because players tend to find
    combos that they want the public to know.  The reason why I wanted to
    generate a Text-Only Combo List for Astaroth is because there are people
    who does not know how to use the combo effectively yet.  Also, you need
    to use the combo.html's Soul Drop-Down List before pressing "View Combo"
    on the Combo.HTML file.  Select Astaroth's fancy combos to view, and then
    after selecting Astaroth from the drop-down menu to view Soul's combos,
    hit the View Combos image and you'll know what I mean...
    You may want to link to Namco's SC Combo Archives using the following URL
    if you happen to use any of the combos from this section of this document:
    - http://www.soulcalibur.com/combo.html
    Note: Each combo are credited by its respective authors through the handles
    they use.
    Juggling Combos
    Unfortunately, Seung Mi Na has no Double Over Stuns, which makes her chances
    of creating a guaranteed combo all for naught. =(
    Vestiroth's Special 1
    Execution: 8WR, d+B, A,f+A+K
    Counter Hit Required: Recommended
    Number of Hits: 4
    Air Recovery Point: After the juggle is initiated
    Not guaranteed after: The juggle is initiated
    This is a tough combo to perform.  It helps if the starter is a counterhit.
    Walk up, N+A, then Run Up, N~f+A+K.  Takes lots of practice but once you
    get the commands down right, then it's cake provided that you watch the
    hit positioning.
    Vestiroth's Special 2
    Execution: 8WR, d+B, A,A,B
    Counter Hit Required: Recommended
    Number of Hits: 4
    Air Recovery Point: After the juggle is initiated
    Not guaranteed after: The juggle is initiated
    Although this combo's pretty much cake, the 8WR starter hurts the timing
    of the combo, creating a can of worms.  The closer you are when the combo
    starter is landed, the greater your chances of landing all of the hits.
    More room for error is granted for counterstrikes.  Be sure that you
    pay close attention to the hit positioning during the juggle.
    Vestiroth's Special 3
    Execution: 8WR, d+B, f+A,K
    Number of Hits: 3
    Counter Hit Required: Recommended
    Air Recovery Point: After the Juggle is initiated
    Not guaranteed after: The Juggle is initiated
    You need to be very close while doing this combo.  Juggle your foe, and
    make sure that you are landing the f+A,K just right.  Failure to do so
    will result in missed hits.  More room for error is granted for counter
    hits.  The only problem you may have is the 8WR starter.  If you done
    the starter far, then be sure you run-up to your foe and land the hits
    Vestiroth's Special 4
    Execution: 8WR, d+B, f+B,B
    Counter Hit Required: Recommended
    Number of Hits: 3
    Air Recovery Point: After the Juggle is initiated
    Not guaranteed after: The juggle is initiated
    Start the Juggle, and try to position the Glaive *just right* so that
    the Turnaround Slash will connect for the kill.  Very difficult juggle to
    do because of the 8WR initiation kick-off and the combination of a stab
    and a turnaround slash reduces room for error, so I do recommend landing
    the starter as a counterstrike.
    Vestiroth's Special 5
    Execution: 8WR, d+B, f,[f]+A
    Counter Hit Required: Recommended
    Number of Hits: 3
    Air Recovery Point: After the Juggle is initiated
    Not guaranteed after: The juggle is initiated
    Start the juggle, and time it *just right* so the Strangling Flower will
    milk up your foe in maximum strength.  Much like Heihachi's Demon Godfist
    Combo in Tekken, Tekken 2, and Tekken 3, but a counterhit would be nice
    because it gives you marginally more room for error.
    Alex Mongroff's Special
    Author: Alex Mongroff
    Execution: A,A,B, A+B, A+B
    Number of Hits: Unknown
    Air Recovery Point: After the juggle is initiated
    Counter Hit Required: Recommended
    Not guaranteed after: Unknown
    Only the B button needs to land in order for the combo to start off.
    More room for error is granted for counterstrikes of the B Button.  Start
    the A+B *just right* so that you can milk up as much damage as you can.
    If the hit positioning's correct, then this move can be violent as hell!
    Vestiroth's Special 6
    Execution: A,A,B,A,A,B
    Number of Hits: 4
    Counter Hit Required: Recommended
    Air Recovery Point: After the juggle is initiated
    Not guaranteed after: The juggle is initiated
    Special Notes: Only the B Button of the A,A,B needs to land in order for
    the combo to start.
    Juggle your foe and once you juggle your foe, *immediately* mash in the
    commands.  More room for error is given for starters that are counterhits.
    Vestiroth's Special 7
    Execution: A,A,B,f+A,K
    Number of Hits: 3
    Counter Hit Required: Recommended
    Air Recovery Point: After the juggle is initiated
    Not guaranteed after: The juggle is initiated
    Special Notes: Only the B Button of the A,A,B needs to land in order for
    the combo to start.
    Juggle your foe and once you juggle your foe, do the f+A,K quickly!  It's
    hard to do because the B starter isn't as good as with the Eight-Way Runner,
    but it's rewarding to use as well.
    Vestiroth's Special 8
    Execution: A,A,B,f+B,B
    Number of Hits: 3
    Counter Hit Required: Recommended
    Air Recovery Point: After the juggle is initiated
    Not guaranteed after: The juggle is initiated
    Special Notes: Only the B Button of the A,A,B needs to land in order for
    the combo to start.
    Start the Juggle and immediately do the following commands right away.
    Be sure that the hit positioning for the following is correct or the
    hits may not land in full strength.
    Vestiroth's Special 9
    Execution: A,A,B,f,[f]+A
    Number of Hits: 3
    Counter Hit Required: Recommended
    Air Recovery Point: After the juggle is initiated
    Not guaranteed after: The juggle is initiated
    Special Notes: Only the B Button of the A,A,B needs to land in order for
    the combo to start.
    Start the Juggle and immediately execute the Strangling Flower Immediately.
    Only the best jugglers will be able to land the hits utilized by the Flower,
    and you must be valiant in order to land all these hits!
    Vestiroth's Special 10
    Execution: A,A,B, f+A+K
    Number of Hits: 2
    Counter Hit Required: Recommended
    Air Recovery Point: After the juggle is initiated
    Not guaranteed after: The juggle is initiated
    Special Notes: Only the B Button of the A,A,B needs to land in order for
    the combo to start.
    Start the Juggle and immediately execute the Zanbato Smacker right away.
    It's tough to do because the timing of this juggle is *TIGHT*.
    Rusted's Special
    Author: Rusted
    Execution: A,A,B,A~A,b+B,b,[b]+B
    Number of Hits: 5
    Air Recovery Point: After the juggle is initiated
    Counter Hit Required: Recommended
    Not Guaranteed after: The Fourth Hit of the Juggle
    Special Notes: Only the B button of the A,A,B needs to land in order
    for the combo to start.
    When you start the combo, be sure that you do not do A~A,B, but instead
    in order to make things easier, juggle, then press A~A,n,b+B,b,[b]+B.
    Remember, the better the timing, the more damage you can do.  Timing is
    the key to make sure that you do not accidentially do A~A,B.
    That's all for now.  I have to browse through SoulCalibur.Com in order
    to get a better look at the Combos.
    Pin Attack Combos
    What's a Pin-Attack Combo?  Pin Attacks are when you knock your foe off
    and inflict unblockable or unescapable hits to increase the amount of ouch
    you can inflict!
    At this point of time, Seung Mi Na has NO Pin Attack Combinations.
    Just For Fun
    These combos are done just in case you get bored or if there is something
    special that is hiding behind the move.  Don't perform them unless you
    feel bored.
    Also, I won't give out comments since these combos are just for your own
    At this point of time, Seung Mi Na has NO Just For Fun Combinations.
    That's it for today!  I'll tell you some Vestiroth's Unconventional Moves
    in a future update!
    1. If you want to start out a juggle, please be warned that Mi Na has
       no special double over stun moves over a counterhit.  This means that
       Mi Na will have to rely on direct juggles and counterstrike hits for
       the starters in order to make her way around for the juggles.
    2. Don't overuse one move otherwise your foe may be able to notarize
       your movements later on, catching onto your pattern games.
    3. Since Mi Na is weaker than Kilik, you need to continually pound on
       to your foe.  Be sure that you use the Falling Leaves and mix them
       with other moves so that you can increase your chance of winning the
       match.  Rely on mixing things up because Mi Na's power isn't immense.
    4. You need to block and counter everything your foe throws at you because
       Mi Na isn't good at recovering from Juggles and Ground Pin-Ups.  Just
       viciously counter your foe after the move ends, but be careful as some
       of the counters may turn out to be teasers as some characters have a bad
       habit of recovering from moves too quick.
    5. Don't play range games with Mi Na because her power's not immense enough.
       Oftenly do hard-hitting combos paired with variations of hits from High
       to Low to get your way around.  Try to throw your foe, and make sure that
       you escape throws as much as you can.  Mi Na's throw range is the second
       worst in the game, so keep that in mind.
    That's all for now.  I'm going to find more tactics and I have to play
    more games in order to get a feel for the Scarlet Thunder.
    It looks like Seung Mi Na's independence from the Seung Estate won't last
    for too long as Hwang has found Mi Na *depleted from the last fight* once
    again.  Hwang lifted up Mi Na and (in anger), Hwang yelled at Mi Na for
    being the culprit for much of his frustration that jeopardized the defense
    of Korea.  Mi Na was shaking in terror as Hwang took her back TO THE SEUNG
    SCHOOL ONCE AGAIN (Good job, Hwang.  Now it's time for Seung Han Myong to
    ground Mi Na for the rest of her life!)!!!!!!!!
    Seung Han Myong (now admitting that the CDF is Hwang's purpose in life,
    and knowing that Hwang would never return to his school again), after
    milliseconds of doubt and mistrust, has decided to make marriage preparations
    between the Prodigal son of the Kim Family and Seung Mi Na as Mi Na's
    punishment for the rest of her life.  In order to show signs of Mi Na's
    permanent punishment for such feminist actions, Kim Shin Kyung (Why didn't
    Namco gave the Prodigal Kim son a name?) brought a thousand cows onto the
    Seung School, hoping that Mi Na will accept his offer.  Mi Na wants to run
    away again, but Han Myong's punishment is much more stringent than the
    punishment she received in Soul Edge/Blade.  It looks like I'm seeing a
    sign that the madness and insanity of Seung Mi Na will start from here
    as what I'm thinking for the next Soul installment is that she will murder
    the prodigal son of the Kim Family in the most likelihood.
    This ending sucks.  You may need to look at the Seung Mi Na pages for the
    official ending at http://www.soulcalibur.com.  Much of the reason why
    I'm suspecting that Mi Na may kill the "bastard son" of the Kim Family
    at the start of the next Soul game is because Mi Na's patience has ran
    As of December 31, 1998, Soul Calibur no longer displays passwords.  The
    reason why this is so is because the American Soul Calibur Site located
    at http://www.soulcalibur.com has released ALL PASSWORDS for public use.
    Even though this is the case, DO NOT POST ANY PASSWORDS AT THE FORUM AT
    ALL!!!!!  Here is where you can find the Password goodies at:
    Extended Character Prologues, Character Revelations, Special Character
    Notes, Character Endings, Histories of the Arenas, and other Character-
    related goodies can be found at the following locations:
    - Arenas: http://www.soulcalibur.com/terrain.html
    - Extended Character Prologues (only for certain characters) can be found
      at http://www.soulcalibur.com/souls.html (Click on soul of your choice)
    - Character Endings and any special notes for each character can be found
      at the aforementioned URL and its respective soul for the extra.
    The rest can be found at Digital Calibur.
    - Project Staff's Interviews can be found at the Digital Calibur section
      located at http://www.soulcalibur.com/digital.html
    - Animated Souls can be found at Digital Calibur as well.
    - Password-related graphics: http://www.soulcalibur.com/themdesk.html
    From now on, this FAQ can only appear in the following sites:
    * Verasnaship Interactive (http://www.verasnaship.net)
    * GameFAQs (http://www.gamefaqs.com)
    * Cheat Code Central (http://www.cheatcc.com)
    * Secrets of the Game Sages (http://www.gamesages.com)
    * Game Shark Code Creators Club (http://www.cmgsccc.com)
    * Al Amaloo (http://vgstrategies.about.com and
    Why?  Because these sites are the only ones that keep all original work
    updated and up-to-date.
    You can always get the latest version at my website (Verasnaship
    Interactive at http://www.verasnaship.net) since I run that website
    and I always post them instantly right at my website first.
    GameFAQs does a good job keeping the files up-to-date at all times and
    is regarded as the most visited "stable" for FAQ-related walkthroughs,
    original work, and the like.
    Cheat Code Central and Al Amaloo does a good job in keeping the FAQs
    fresh, original, free, and "in one piece".  They instantly update all
    FAQs without having me notify them.  However, Cheat Code Central
    also has codes if you are into those cheat codes (yuck).
    Secrets of the Game Sages is a "Code-related" partner to GameFAQs
    since both GameFAQs and Secrets of the Game Sages share the same
    information, links, and tricks-to-date.
    Game Shark Code Creators Club is a Game Shark site run under the Code
    Master to provide up-to-date Game Shark Codes and is a highly visited
    Game Shark site.
    From time-to-time, I might elect to do PDFs on certain games.  You
    can always get the latest version at Verasnaship Interactive (that's
    my website) and I'm planning to give GameFAQs my permission to mirror
    my PDFs in the near future.
    * DO NOT place this file in your web site directly.  Only the five
      aforementioned sites have an exclusive right to mirror this file.
    * You can make a link to my FAQ Library Page.  The only rules that
      I would like to enforce is that you link ONLY to an HTML or an
      Interactive Web Page.  The link to this page is:
      - http://www.verasnaship.net/text/fighting.html
    * If you are planning to link to the five other sites that I have
      mentioned on this reminder, then you are to be advised that
      your linking rights are heavily limited as foretold on the
      webmaster's fine prints (depending on where you plan to make
      your link to).  If I'm too vague on this, then please visit
      the following URL to see why more and more webmasters are
      restricting links:
      = http://www.templetons.com/brad/linkright.html (Brad Templeton's
        Linking Rights Essay).
    Sending UCE to any of the mailboxes that I have is not tolerated.
    Period.  I report any incidence of spamming by checking the header on
    where you originated the message at and then report the incidence to
    the server you originated your message at (which is more likely to get
    you in deep trouble) or I can just slam you by sending complaints to
    the following: The server you originated the message at, to your
    provider, or possibly the Free-Mail Service that you use.  Don't spam
    me.  It's not worth it.  I will only tolerate e-mail in regards to Soul
    Calibur as a whole.  See http://spam.abuse.net to see why it's bad.
    - http://www.namco.com (Namco America)
    - http://www.namco.co.jp (Namco Japan)
    - http://www.soulcalibur.com (The official Soul Calibur Site)
    - http://www.fighters.net (Courtesy of Mr. MG)
    - http://www.luminpro.com/soulcalibur/ (Courtesy of Wind-X)
    - Cynan de Leon (komejin)
    -  Hajime Nakatani for carefully creating, crafting, and directing Soul
       Calibur.  Without Hajime Nakatani, then neither Tekken nor Soul
       Calibur would flourish.
    -  Studeo, Inc. for hosting Namco America's Soul Calibur Site
    -  Jason Arney (WCMaxi), Mark Mikulecky (Kaipo), and Mark Holt (Madmardy)
       for dedicating their love and labor to create an attractive Soul
       Calibur Site.
    -  Jamison Gold for accepting Namco America as a client.
    -  Alan Ambroziak (AL-X), Mr. MG, John Culbert (Tigeraid) for running
       the multipurpose fighting game site, Fighters.NET
    -  Namco Cybertainment for being the first arcade chain to stock Soul
       Calibur on their shelves.
    -  John Culbert for mirroring my Capcom Fighting Games Guides.
    -  GameFAQs for being the largest stable of Original Work.
    -  Kao Megura for reaching the 5000MB mark.
    -  Imagine Games Network for being the largest Video Gaming Community
       over the Internet
    -  Secrets of the Game Sages for a huge collection of updated cheats
    -  Finally, Frederick Schtauffen for giving Sieg a second chance to
       prove himself. :)  This is a shared interface from my Nightmare
       and Siegfried Documents.
    -  Cynan de Leon (komejin) for shedding the light on some of the moves
       that I haven't been able to execute yet as Astaroth.  Thanks for
       your help!
    This electronically published work is the sole property of Mark Kim.
    Please credit Mark Kim as Vesther Fauransy where credit is due.
    Unpublished work (c)1999-2000 Mark Kim.  All Rights Reserved
    Soul Calibur: (c)1996-2000 Namco.  All Rights Reserved

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